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Question by Captain_Bravo · Jan 02, 2020 at 12:42 PM · iostexturetexture2dencodetopngput

Bug - Texture "corrupted" after sending on server with MultipartformDataSection, only on iOS

Hello, I am working on an application using the camera and gallery functions, and I need to put the texture on API with form-data. So I am encoding the sprite I get from gallery with Texture2D.EncodeToPNG() to obtain a byte[] format. Then I send it on server with a Multipart form with a PUT method, like this :

         List<IMultipartFormSection> formData = new List<IMultipartFormSection>();
         formData.Add(new MultipartFormFileSection("photo", myPhoto, "photo.png", "image/png"));
 
         byte[] boundary = UnityWebRequest.GenerateBoundary();
         string boundaryText = Encoding.UTF8.GetString(boundary);
         byte[] formSections = UnityWebRequest.SerializeFormSections(formData, boundary);
         int formSectionsCount = formSections.Length;
         byte[] terminate = Encoding.UTF8.GetBytes("\r\n--" + boundaryText + "--");
         int terminateCount = terminate.Length;
 
         byte[] body = new byte[formSectionsCount + terminateCount];
         Buffer.BlockCopy(formSections, 0, body, 0, formSectionsCount);
         Buffer.BlockCopy(terminate, 0, body, formSectionsCount, terminateCount);
 
         UnityWebRequest request = UnityWebRequest.Put(myUrl, (byte[])null);
         request.SetRequestHeader("Authorization", authorization);
 
         UploadHandler uploader = new UploadHandlerRaw(body);
         uploader.contentType = "multipart/form-data; boundary=" + boundaryText;
         request.uploadHandler = uploader;
         request.chunkedTransfer = false;
         
         using (request)
         {
             yield return request.SendWebRequest();
 
             if (request.isNetworkError || request.isHttpError)
             {
                 Debug.Log(request.error);
                 Debug.Log(request.responseCode);
                 Debug.Log(request.downloadHandler.text);
             }
             else
             {
                 // Here is my positive calling coroutine
             }
             
         }


Everything is working great on PC and Android, but when I do a build on iOS, the data I get on the server is said to be "not an image or corrupted". I verified the texture just before the call and it has no problem on it, can even use the data to create a new texture successfully.

I am working on Unity 2019.1.4f1. I also have two plugins, Native Gallery (https://github.com/yasirkula/UnityNativeGallery) and Native Camera (https://github.com/yasirkula/UnityNativeCamera), and the Facebook SDK in the app.

Thanks for your help.

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Answer by Captain_Bravo · Jan 15, 2020 at 02:21 PM

Solved the problem by changing EncodeToPNG() by EncodeToJPG(), same for the form data ("image/jpg"). Still curious of a way to use EncodeToPNG() properly though.

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