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I have been thinking about this for a while. I know we can write to our own textures with setpixels, but i also know this is a really slow method that would start dropping framerates below 30 just being there. (Due to the sync with the videocard that happens after.)

So either i am using the wrong method, or doing it wrong. But i cannot find a proper way to write my own vram to a texture or directly to a camera.

Long story short, if i were to build like an emulator inside unity, and i wanted this emulator to run on either camera pixel by pixel or just on a texture inside unity. How would i get this going without slowing my framerate to a crawl on most devices?

Are shaders an option? If so, please point me in a direction since i never made those on my own just yet.

Smileynator
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  • As far as I know Unity can't do this. Unity is not ment for drawing stuff by your self. – AntiHeadshot Feb 23 '16 at 07:37
  • But there are tools that allow you to draw lines and such (like debug rays, but then at runtime) i suppose those do something like that, right? – Smileynator Feb 23 '16 at 09:12
  • Drawing Lines is possible, but they are 1px wide, so drawing an image with them will not be possible, or much worse than set pixel. – AntiHeadshot Feb 23 '16 at 10:32
  • While an interesting discussion question, it's simply not suitable for SO. Perhaps try gamedev.com or forum.unity3d – Fattie Feb 23 '16 at 11:27
  • They hardly work though, it is at least programming related. I am looking for a proper method/addon/library to achieve a screen in screen when i have my own code generated video output. Are rendertextures better maybe? – Smileynator Feb 23 '16 at 11:56

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