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asynccapturetest's Issues

Make SaveBitmap async

Hi!
Is it possible to make the SaveBitmap() method async?
I need to encode the Color32/Byte array to JPG in another thread so that it doesn't create any micro-lag on the main thread.
Thanks a lot in advance!

Crash after about 10 min

Hi there,

i have tried this project with different Unity Versions (2019.4.14f1 , 2020.3.25f1 and 2021.2.8f1) and have a problem. Hope someone can help me.

The application crashes after about 10 minutes.

I have also tried the same test while deactivating this line "System.IO.File.WriteAllBytes("test.png", encoded.ToArray());"
It still crashed in editor or standalone mode after running for about 10 minutes.
I have tried the tool "Log Viewer" to see in Standalone Mode if there is a Memory Leak. Everything looked normal. Maybe there are better tools to analyse?

Is this a Unity Bug?

Is it maybe better to replace this "yield return new WaitForSeconds(1);" with something like a request done to have maximum speed?

I would like to create a video stream application which is stable and fast. Is it wise to use AsyncGPUReadback or is there a better and more stable option?

Thank you, hope you have some advises!

SetPixels() called with invalid # of pixels in the array - Scaling?

Hi! This is awesome, and I thank you for providing such a succinct and clear example. I've been playing with it a bit for the last day or two and have it running great when cloned directly and on a minimal project -- but when running the exact same code on our game's camera I end up with unexpected resolution / pixel counts.

The code here is completely unchanged from your repo, and admittedly it works fine when run in a project by itself. When run in our main project, the exact same code on the exact same computer & unity version, ends up producing the error.

Here's a link that contains screenshots:
https://imgur.com/a/aKxc3Sh

Screenshots show:

  1. the output of the logging
  2. the only code change -- simple addition of size/resolution logging
  3. our camera config

I'm guessing that there is something dumb and/or obvious that I'm just completely missing here, but after 2+ hours playing with it I'm at a loss as to what/why this would occur.

Does anything jump out at you as being wrong or incompatible?

FWIW, I've also tried using a separate camera -- both active, and inactive while manually calling Render(), both of which produced similar unexpected resolution/array size results too.

Apologies in advance for what is probably a stupid/obvious mistake on my part!!! =D

My Setup:

  • Unity Editor version is 2018.3.11f1
  • Running editor on macOS 10.13.6
  • Single external monitor at 4K resolution with the OS setting set to "Default for Display"
  • I know macOS plays tricks with reported/actual resolution (has been a PITA before), perhaps is culprit here? Or is there a DPI-ish number I need to be multiplying against?
  • In editor I have resolution emulation setting set to 'Standalone (1920x1080)'.
  • If I change the res-emulation then the vars update proportionately, ex: Changing to "Free Aspect" right now provides me with:
    buffer.Length=5610480 || buffer.ToArray().Length=5610480 || Screen: 2410x1164 || Camera: 2410x1164 || scaledCamera: 2410x1164 || Args: 2410x1164
    Thanks in advance for any guidance and/or educational schooling you may be able to provide me! :)

About HDR support

Hi Keijiro, thank you so much for the demo code, it is very informative.
I have been playing with asyncGPUReadback and it is very useful however I am wondering if it supports HDR. I have tried using GetData with and I tried putting RenderTexture using both ARGBHalf a.k.a. DefaultHDR and ARGBFloat. Neither work, I just get an empty array, i.e. array of zeroes. And quite peculiar if I use ARGBHalf I get exactly half the pixels I should from GetData method, I guess it just combines two ARGBHalf into one ARGBFloat.

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