![]() Select the Texture in the Project window A window that shows the contents of your Assets folder (Project tab) More info See in Glossary, to see the Import Settings in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. Textures are often applied to the surface of a mesh to give it visual detail. The fastest way to create cubemaps is to import them from specially laid out Textures An image used when rendering a GameObject, Sprite, or UI element. Cubemapped skybox and reflections Creating Cubemaps from Textures Skyboxes and environment reflections often use cubemaps. (up, down, left, right, forward and back).Ĭubemaps are often used to capture reflections or “surroundings” of objects for example Object each face represents the view along the directions of the world axes The six squares form the faces of an imaginary cube that surrounds an Texture W coordinate wrapping mode for Texture3D.A Cubemap is a collection of six square textures that represent the Width of the Texture in pixels (Read Only). This counter is incremented when the Texture is updated. How many mipmap levels are in this Texture (Read Only). Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory. Height of the Texture in pixels (Read Only). Returns the GraphicsFormat format or color format of a Texture object. Should the object be hidden, saved with the Scene or modifiable by the user?ĭefines the anisotropic filtering level of the Texture.ĭimensionality (type) of the Texture (Read Only). This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. `totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`. 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. The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0. This value only includes instances of Texture2D and CubeMap Textures. `targetTextureMemory`also takes mipmap streaming settings into account. 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. Number of streaming Textures with outstanding mipmaps to be loaded. ![]() Number of streaming Textures with mipmaps currently loading. This is useful when you profile or write tests to keep a predictable set of Textures in memory.įorce streaming Textures to load all mipmap levels. This property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture memory budget is exceeded. Number of renderers registered with the Texture streaming system. How many times has a Texture been uploaded due to Texture mipmap streaming. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. ![]() This only includes instances of Texture2D and CubeMap Textures. The amount of memory Unity allocates for non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. The number of non-streaming Textures in the scene. The `desiredTextureMemory` value can be greater than the `targetTextureMemory` value.Ĭan be used with Texture constructors that take a mip count to indicate that all mips should be generated. 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 takes into account the mipmap levels that Unity has requested or that you have set manually. Before Unity loads any Textures, it applies the memory budget which reduces the loaded Texture resolution if the Texture sizes exceed its value. The total size of the Textures, in bytes, that Unity loads if there were no other constraints. The amount of memory that all Textures in the scene use. Static Properties allowThreadedTextureCreationĪllow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread). ![]()
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