| updateMipmaps | When set to true, mipmap levels are recalculated. |
| makeNoLongerReadable | When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. |
If updateMipmaps is true, the mipmap levels are recalculated as well, using
the base level as a source. Usually you want to use true in all cases except when
you've modified the mip levels yourself using SetPixels.
By default updateMipmaps is set to true.
If makeNoLongerReadable is true, Unity will free the memory used to store the CPU-addressable copy of the pixel data after uploading it to the GPU. isReadable becomes false. By default makeNoLongerReadable is set to false.
Apply is a potentially expensive operation, so you'll want to change as many pixels
as possible between Apply calls.
Alternatively, if you don't need to access the pixels on the CPU, you could use Graphics.CopyTexture
for fast GPU-side texture data copies. Note that calling Apply may undo the results of previous calls to Graphics.CopyTexture.
The texture has to have Is Readable flag set in the import settings.
// Create a new texture and assign it to the renderer's material using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); GetComponent<Renderer>().material.mainTexture = texture;
for (int y = 0; y < texture.height; y++) { for (int x = 0; x < texture.width; x++) { Color color = ((x & y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }
See Also: SetPixel, SetPixels functions, Graphics.CopyTexture.