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Question by Ram_AH · Mar 19, 2020 at 12:07 PM · texturebugopengl

Unity OpenGL Texture not accessible in build

I am trying to pass the render texture from Unity into a C++ plugin to then use CUDA on the texture. This works fine in DirectX in editor and build, and also OpenGL in editor. But when I build in OpenGL it gives me a blank texture. I've also noticed that if I try and save said texture it also saves as a blank texture. I call my plugin using GL.IssuePluginEvent(PluginFunction(), 1), and this happens in a coroutine after yield return new WaitForEndOfFrame(). Any ideas on how to fix it?

 private IEnumerator CallPlugin()
     {
         while (enabled) {
  
             yield return new WaitForEndOfFrame();
  
 //Attempt to save image to file, only works in editor
 //          Texture2D tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
 //          RenderTexture.active = _renderTexture;
 //          tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
 //          tex.Apply();
 //          byte[] bytes = tex.EncodeToPNG();
 //          System.IO.File.WriteAllBytes("takeScreenshot.png", bytes);
  
  
             GL.IssuePluginEvent(GetRenderEventFunc(), 1);
         }
     }
  
     void OnRenderImage(RenderTexture src, RenderTexture dest)
     {
         if (shader != null)
         {
             Graphics.Blit(src, dest, material);
         }
     }
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