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Showing content from https://docs.unity3d.com/Manual/sprite/../../ScriptReference/Texture.html below:

Unity - Scripting API: Texture

Texture

class in UnityEngine

/

Inherits from:Object

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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.

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