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Question by ConstFlash · Jul 14, 2017 at 10:28 AM · cameratexture2drendertextureaugmented-realitygetpixels

RenderTexture to Texture2D very slowly

Hi, everybody!
We develop an application on Unity3D which shall take the image from the screen and transfer it to Texture2D.
We have difficulties with performance on everage (feeble) devices.
The code is given below. We do a screenshot, then we read pixels (ReadPixels) - here the problem arises, an app runs terribly slow. We tried to take the texture from the camera, but it doesn’t work because our scanner works in parallel with Kudan, and in turn it blocks access to the camera. Than we tried to limit the area of screen to scan (by taking for scanning a small window, but not full screen) - but there wasn’t visible increase in the performance.
Can anyone help with this?
Here is our code:

 IEnumerator DecodeScreen()
  {
    yield return new WaitForEndOfFrame();
    RenderTexture RT = new RenderTexture(Screen.width, Screen.height,24);
    Texture2D screen = new Texture2D(RT.width, RT.height, TextureFormat.RGB24, false, false);
    screen.ReadPixels(new Rect(0, 0, RT.width, RT.height), 0, 0);
    screen.Apply(); 
    Debug.Log(resultText.text);
    GetComponent().targetTexture = null;
    Destroy(RT);
 }
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avatar image AtGfx · Jul 14, 2017 at 10:55 AM 1
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How often do you call this code ? If it is real time, try to create your temp texture only once (at start) and reuse them in updated. This can be a serious performance problem.

avatar image ConstFlash AtGfx · Jul 14, 2017 at 11:50 AM 0
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We increased FPS by 2 points thanks to you!

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