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Question by jtxeka · Jul 18, 2017 at 02:53 PM · androidunity 5texturepluginopengl

Problems sharing textures with plugin in Unity 5

Hi everybody,

I'm trying to do an android java plugin. I am developing a kind of basic video editor.

What I'm trying to do is to open a movie frame to frame (in the plugin), give each frame to Unity and mix Text, effects... in a RenderTexture, and give back the frame to the plugin to create a new movie. Now I have it working using bytebuffers, but it's extremely slow in android.(I have it running in iOS slightly slower than real time)

I tried then to use directly textures to avoid using bytebuffers and I found that if I use multithread render I have problems creating the external texture with the texture id given by the plugin, and even with the multithread render disabled, When I try to get the pixels from the texture created in Unity with the current frame (using a framebuffer and glReadPixels), I only get a black video with no other error.

Reading Unity Help, I think I have to use GL.IssuePluginEvent with the functions that read or write from the textures in my plugin, so I thing I have to do something similar to what you are doing in your sample Native rendering plugin from https://bitbucket.org/Unity-Technologies/graphicsdemos/src/43011994ae74ebf5e39bfe0055990cb349a4ae09/NativeRenderingPlugin/, but this sample is not for Android and I have not found information about how to port this sample to android to have an starting point to solve my problem.

I am using Unity 5.3.5f1.

I don't know if I'm on the right track or if exists an easier way to solve that problem, might you help me with this issue please.

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