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Question by jcfseabery · Jan 09, 2019 at 10:26 AM · networktexture2dscreenshotstreaming

Making streaming between two devices

Hi,

I'm doing a project where I want to share the screen from one device to pass to other device through Unity Network. For this purppose, I do these steps:

  1. From server device, I make a screen capture using the ReadPixels method from Texture2D class:

      IEnumerator OnPostRender()
         {
             if(totalTime > 1 && !sendImage)
             {
                 textureCapture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, false);
                 textureCapture.Apply();
     
                 yield return null;
     
                 sendImage = true;
             }
         }
    
    
  2. When sendImage variable is true, from Update method, I use the EncodeToJPG method to get array bytes from imagen and send it to client. I have to fragment the array bytes in 4 or 5 packets to send the image correctly.

  3. When the client receive the array bytes, he sends a signal to server to capture a new screen and repeat all process.

The problem is that the frame rate in server is so slow, about 5 - 10 fps. I guess that the reason of this is by the screen capture.

Then, my question is: Is there another way to do this more fast?

Thanks and greetings!

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Answer by thelghome · Jul 02, 2019 at 11:44 AM

FM Exhibition Tool Pack | Forum Provides demos of in-game/live video, audio streaming solution. All codes are written in C# and you can freely customise for your own project.

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