Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

WebCamTexture.GetPixels32

Suggest a change

Success!

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.

Close

Submission failed

For 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.

Close

Cancel

Declaration

public Color32[] GetPixels32(Color32[] colors = null);

Parameters

colors An optional array to write the pixel data to.

Returns

Color32[] An array that contains the pixel colors.

Description

Gets the pixel color data for a mipmap level as Color32 structs.

This method gets pixel data from the texture in CPU memory. Texture.isReadable must be true.

The array contains the pixels row by row, starting at the bottom left of the texture. The size of the array is the width × height of the texture.

Each pixel is a Color32 struct.

A single call to GetPixels32 is usually faster than multiple calls to GetPixel, especially for large textures.

If GetPixels32 fails, Unity throws an exception. GetPixels32 might fail if the array contains too much data.

You can optionally pass in an array of Color32 structs to avoid allocating new memory each frame. This can improve performance if you are continuously reading data from the camera. The array must be initialized to the dimensions width * height of the texture. If you don't pass an array, Unity will allocate one and return it.

using UnityEngine;

public class Example : MonoBehaviour { WebCamTexture webcamTexture; Color32[] data;

void Start() { // Start web cam feed webcamTexture = new WebCamTexture(); webcamTexture.Play(); data = new Color32[webcamTexture.width * webcamTexture.height]; }

void Update() { webcamTexture.GetPixels32(data); // Do processing of data here. } }