class in UnityEngine
/
Inherits from:Object
/
Implemented in:UnityEngine.CoreModule
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.
CloseBase class for Texture handling.
allowThreadedTextureCreation | Allow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread). |
currentTextureMemory | The amount of memory that all Textures in the scene use. |
desiredTextureMemory | The total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the memory budget which reduces the loaded Texture resolution if the Texture sizes exceed its value. The desiredTextureMemory value takes into account the mipmap levels that Unity has requested or that you have set manually.For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the desiredTextureMemory value to match the total memory needed.The desiredTextureMemory value can be greater than the Texture.targetTextureMemory value. |
GenerateAllMips | Can be used with Texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1. |
nonStreamingTextureCount | The number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. |
nonStreamingTextureMemory | The amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. |
streamingMipmapUploadCount | How many times has a Texture been uploaded due to Texture mipmap streaming. |
streamingRendererCount | Number of renderers registered with the Texture streaming system. |
streamingTextureCount | Number of streaming Textures. |
streamingTextureDiscardUnusedMips | This property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture memory budget is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory. |
streamingTextureForceLoadAll | Force streaming Textures to load all mipmap levels. |
streamingTextureLoadingCount | Number of streaming Textures with mipmaps currently loading. |
streamingTexturePendingLoadCount | Number of streaming Textures with outstanding mipmaps to be loaded. |
targetTextureMemory | The total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the memory budget and finishes loading Textures. `targetTextureMemory`also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. |
totalTextureMemory | The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0.This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the`Texture2D.requestedMipmapLevel` manually.To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`.`totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. |
anisoLevel | Defines the anisotropic filtering level of the Texture. |
dimension | Dimensionality (type) of the Texture (Read Only). |
filterMode | Filtering mode of the Texture. |
graphicsFormat | Returns the GraphicsFormat format or color format of a Texture object. |
graphicsTexture | GraphicsTexture that represents the texture resource uploaded to the graphics device (Read Only). |
height | Height of the Texture in pixels (Read Only). |
imageContentsHash | The hash value of the Texture. |
isDataSRGB | Returns true if the texture pixel data is in sRGB color space (Read Only). |
isReadable | Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory. |
mipMapBias | The mipmap bias of the Texture. |
mipmapCount | How many mipmap levels are in this Texture (Read Only). |
updateCount | This counter is incremented when the Texture is updated. |
width | Width of the Texture in pixels (Read Only). |
wrapMode | Texture coordinate wrapping mode. |
wrapModeU | Texture U coordinate wrapping mode. |
wrapModeV | Texture V coordinate wrapping mode. |
wrapModeW | Texture W coordinate wrapping mode for Texture3D. |
GetNativeTexturePtr | Retrieve a native (underlying graphics API) pointer to the Texture resource. |
IncrementUpdateCount | Increment the update counter. |
SetGlobalAnisotropicFilteringLimits | Sets Anisotropic limits. |
SetStreamingTextureMaterialDebugProperties | This function sets mipmap streaming debug properties on all materials known by the mipmap streaming system. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.