Was sad this wasn’t a thing. Is there any way around this? The use case is an nvidia api that manages texture arrays internally. Is there such a thing as accessing the individual slices in C and passing those to CreateExternalTexture ?
So the best approach I’ve found here is create texture in unity send pointer to native, and then very frame copy the texture arrays to the individual textures with ID3D11DeviceContext::CopySubresourceRegion.
Is there some reason why it’s hard on the unity side to just have CreateExternalTexture for texture arrays?
Actually not sure why I didn’t notice that Texture2DArray has GetNativeTexturePtr. That actually works better and simpler create the array in unity and pass it to native, then use the simpler CopyResource. Not ideal I’d still rather have arrays support CreateExternalTexture, but CopyResource seems pretty damn fast.