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);
}
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.
Your answer
Follow this Question
Related Questions
Rendering Camera to PNG produces completely grey image. 1 Answer
Wrong Coloring (Sometimes) when capturing "Screen"-shot 1 Answer
How to sync RenderTextures so that they all render once per frame 0 Answers
Trying to Take a Snapshot of Only a Portion of the Screen In-Game 0 Answers
Random performance inconcistency in Unity with ARCore on Android 0 Answers