Unity - Scripting API: Texture
class in UnityEngine
/
Inherits from:Object
/
Implemented in:UnityEngine.CoreModule
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Description
Base class for Texture handling.
Static Properties
| Property | Description |
|---|---|
| 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 amount of texture memory, in bytes, that Unity would use if no constraints are applied. |
| 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 | Total texture memory usage in bytes after applying the memory budget and loading all textures. |
| totalTextureMemory | The total texture memory, in bytes, that Unity would use if all textures are loaded at full resolution. |
Properties
| Property | Description |
|---|---|
| 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. |
Inherited Members
Properties
| Property | Description |
|---|---|
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
Public Methods
| Method | Description |
|---|---|
| GetInstanceID | Gets the instance ID of the object. |
| ToString | Returns the name of the object. |
Static Methods
| Method | Description |
|---|---|
| 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. |
Operators
| Operator | Description |
|---|---|
| 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. |