How to read pixels from screen in Unity?

How to read pixels from screen in Unity?

Read pixels from screen into the saved texture data. This will copy a rectangular pixel area from the currently active RenderTexture or the view (specified by the source parameter) into the position defined by destX and destY. Both coordinates use pixel space – (0,0) is lower left.

Why is the pixel count locked in Unity?

I think the issue is that the rest of the pixels are not black or white, just a small tint that the eye can not see. Try debugging image.width * image.height to get the pixel count of the image. EDIT: You should probably take a look at the max size inside the inspector of the image. It may be locked on 256.

Where are the pixels that are read in a texture?

Horizontal pixel position in the texture to place the pixels that are read. Vertical pixel position in the texture to place the pixels that are read. Should the texture’s mipmaps be recalculated after reading?

Why is GetPixel so slow in C #?

BTW, “GetPixel” is notoriously slow, but that’s another story. I think the issue is that the rest of the pixels are not black or white, just a small tint that the eye can not see. Try debugging image.width * image.height to get the pixel count of the image.

How to get color from camera view in Unity?

The first is to delay the texture read by a few frames, basically do Fallc’s suggestion of ReadPixels, Apply, and GetPixel but wait a few frames before doing the GetPixels.

How to calculate the size of a texture in Unity?

The returned array is a flattened 2D array, where pixels are laid out left to right, bottom to top (i.e. row after row). Array size is width by height of the mip level used. The default mip level is zero (the base texture) in which case the size is just the size of the texture.

How are the pixels laid out in the returned array?

The returned array is a flattened 2D array, where pixels are laid out left to right, bottom to top (i.e. row after row). Array size is width by height of the mip level used.