• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by Alond · Sep 14, 2017 at 04:20 PM · networkingvideo streamingtransport

How to send an Image(Texture2D) through the network using NetworkTransport?

Hi guys

I'm trying to make a simple client app which streams a video to the server by taking screenshots on the client, encoding each screenshot to JPG data (texture.EncodeToJPG(8)) and sending the byte[] data to the server via NetworkTransport.Send(). I manage to receive the byte[] data on the server, However, when I'm trying to decode it back to a Texture2D with texture2D.LoadImage() and trying to display it I get only a red question mark... The same decoding method works fine when I'm testing it on the client with the same byte[] data So I guess something happening to the data during the transmitting.

Here are the relevant functions:

//On the client:

 public IEnumerator StartVideo(){
 
         cameraTexture = new WebCamTexture ();
         cameraRawImage.texture = cameraTexture;
         cameraTexture.Play ();
 
         screenTexture = new Texture2D (Screen.width, Screen.height, TextureFormat.RGB24, true);
 
         yield return waitEndFrame;
 
         screenTexture.ReadPixels (new Rect(0, 0, Screen.width, Screen.height), 0, 0);
         screenTexture.Apply ();
 
         // Encode:
         cameraData = screenTexture.EncodeToJPG(8);
 
         NetworkTransport.Send (networkManager.hostId, networkManager.connectionId, networkManager.myVideoChannelId, cameraData , cameraData.Length , out error);
 
     }


And on the server side:

 void Update () {
             if (serverStarted) {
                 int recHostId; 
                 int connectionId; 
                 int channelId; 
                 byte[] recBuffer = new byte[1024]; 
                 int bufferSize = 1024;
                 int dataSize;
                 byte error;
                 NetworkEventType recData = NetworkTransport.Receive (out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error);
     
                 switch (recData) {
                 case NetworkEventType.ConnectEvent:    
                     Debug.Log ("Server Receive - Player " + connectionId + " has connected");
                     OnClientConnected (connectionId);
                     break;
 
                 case NetworkEventType.DataEvent:       
                     try{    // Not image
                         string msg = Encoding.Unicode.GetString (recBuffer, 0, dataSize);
                         string[] splitedMsg = msg.Split ('|');
 
                         switch (splitedMsg [0]) {
 
                         case "NAMEIS":
                             Debug.Log ("NAMEIS dataSize = " + dataSize + "!!! - recBuffer.length = " + recBuffer.Length);
                             GetClientName (connectionId, splitedMsg [1]);
                             break;
 
                         default:
                             Debug.Log ("Server Invalid message: " + msg);
                             UIDebugLog.VisableLog ("Server Invalid message: " + msg);
                             break;
                         }
                     }
                     catch{    // Image
                         DisplayImage (recBuffer);
                         }
                 break;
 
                 case NetworkEventType.DisconnectEvent: //4
                     Debug.Log ("Server Receive - Player " + connectionId + " has disconnected");
                     break;
                 }
             }
         }

 void DisplayImage(byte[] imageData){
         
         resultTexture.LoadImage (imageData);
         resultTexture.Apply ();
         serverRawImage.texture = resultTexture;
 
     }


Any help will be appreciated!

If anyone knows a better way for streaming Video/Images through a local network it'll be appreciated to :)

Thanks

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

98 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unet Transport Layer problem 0 Answers

What IP address do you put in the Unity Transport? 2 Answers

How can I read data sent using the Transport API with python server 1 Answer

What properties from a HLAPI connection can be used to create a LLAPI connection? 0 Answers

Video Chat on HoloLens? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges