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Question by ewarci · Sep 09, 2013 at 01:03 PM · texture2ddllnative pluginc++

Texture2D manipulation in c++ dll Plugin

We're trying to display the picture of two cameras in two textures, therefore we've written a plugin. Within the Start Method we pass the NativeTexturePtr to the Plugin. The Update Method triggers the plugin to refresh the texture.

This works very well as long as we run the Scene within Unity. But a builded Version doesn't display anything in the textures. We tried to add texture.Apply() at the end of the Update() Method, what causes a crash!

What should we do different to build the scene successful?

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avatar image FrimaMickD · Sep 09, 2013 at 01:35 PM 0
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I have a similar problem, and one of the problematic thing is the mips. Try to uncheck the "Generate $$anonymous$$ips" from the texture import settings.

Also is your plugin written for DirectX, OpenGL or both?

Also, Texture.Apply() also seems to destroy whatever texture manipulation I did in my plugin. If you find the answer to that, I'd like to know ;)

avatar image NameZero912 · Oct 08, 2013 at 10:44 AM 0
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You might want to try out the example project that can be found at the bottom of this page. Try whether it works in the Unity editor and in a stand-alone build. If it does, try adapting it to your situation. In this project, texture.Apply() is only called once in start (and getting the native pointer is done afterwards), so this might be something you could verify.

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