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Question by slyfer10 · Apr 10, 2018 at 07:06 PM · networkclientstreamingclient-servertransfer

Using Client.SendBytes to stream between apps

I'm developing an app for college which is meant to interact and stream itself into another app. I used a Server/Client structure to do so, and everything works, except for the image transfer.

I used the following code on the client:

 Texture2D tex = ScreenCapture.CaptureScreenshotAsTexture (1);
 tex.Apply ();
 byte[] data = tex.EncodeToPNG ();
 client.SendBytes (data, data.Length, 0);


And this on the server to read it:

             Texture2D tex = new Texture2D (200, 200, TextureFormat.RGBA32, false);
     byte[] data = reader.ReadBytesAndSize ();
     tex.LoadImage(data);
     //tex.LoadRawTextureData (data);
     tex.Apply ();
     Sprite sp = Sprite.Create (tex, new Rect (0, 0, tex.width, tex.height), new Vector2 (.5f, .5f), 100);
     img.sprite = sp;

When I use LoadImage, i end up with a black background and a red "?", when I use loadrawtexturedata, I just get a gray image.

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Answer by thelghome · Jul 02, 2019 at 12:56 PM

Usually, if your byte[] of image is not received completely, you will get a red "?". I recommended you this plugin, which will be a good example for you.

FM Exhibition Tool Pack | Forum

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

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