Reputation: 148
I am trying to share my screen, but from a specific camera in Unity. By using this approach of copying from a render texture, my app does not work obviously, since I need to do this every frame.
Is there an approach where I can read the pixels - every frame - from a specific camera without hurting the performance so badly?
Upvotes: 0
Views: 472
Reputation: 654
This question was answered on Agora slack channel. Posting verified answer here so others can learn about it:
Your crash may be related to creating the RenderTexture buffer each time with Update() or every frame. You should reuse a buffering variable instead. There shouldn't be a performance issue if you handle memory management correctly.
Upvotes: 2