using UnityEngine; public class GridLevelFromTex : MonoBehaviour { public Texture2D tex; public int width; public int heigt; public Color[] pixelFarbe; public GameObject blockPrefab; void Start() { width = tex.width; heigt = tex.height; pixelFarbe = new Color[width * heigt]; for (int i = 0; i < heigt; i++) { for (int k = 0; k < width; k++) { //pixelFarbe[k + i * width] = tex.GetPixel(k, i); pixelFarbe[k + i * width] = Random.ColorHSV(); } } for (int i = 0; i < heigt; i++) { for (int k = 0; k < width; k++) { if(pixelFarbe[k + i * width].grayscale >= Color.gray.grayscale) { GameObject block = Instantiate(blockPrefab); block.transform.position = new Vector3(k, 0, i); block.GetComponent().material.color = Random.ColorHSV(); } } } } void Update() { } }