Select your preferred scripting language. All code snippets will be displayed in this language.
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Closebyte[] Raw texture data as a byte array.
Get raw data from a texture.
This function returns the raw texture data as a byte array, which you can then use with Texture2D.LoadRawTextureData. This allows you to serialize and load textures of any format (including compressed ones), and to load them back into a texture later.
Note that this function returns Unity's system memory copy of the texture data, so for it to work the texture has to be marked as "readable".
Also note that the system memory copy might not match what is in the GPU texture data at the moment. For example,
after calling SetPixels the system memory copy is already modified, but the GPU copy will only match after calling
Apply(). Some cases of Graphics.CopyTexture might be copying only the GPU texture side (e.g. copying from a
RenderTexture into a Texture2D), and this will not be reflected in GetRawTextureData contents.
#pragma strict class CopyTexture extends MonoBehaviour { var tex: Texture2D; function Start() { // Create a copy of the texture by reading and applying the raw texture data. var texCopy: Texture2D = new Texture2D(tex.width, tex.height, tex.format, tex.mipmapCount > 1); texCopy.LoadRawTextureData(tex.GetRawTextureData()); texCopy.Apply(); } }
using UnityEngine;
class CopyTexture: MonoBehaviour { // the source texture. Texture2D tex;
void Start() { // Create a copy of the texture by reading and applying the raw texture data. Texture2D texCopy = new Texture2D(tex.width, tex.height, tex.format, tex.mipmapCount > 1); texCopy.LoadRawTextureData(tex.GetRawTextureData()); texCopy.Apply (); } }