I have a RenderTexture and get the Native Pointer via .GetNativeTexturePtr().
When I try reading from the address of the pointer I get an access violation.
Do I have to tell Unity that I want to use it to acquire access or is there something else wrong?
(Using DirectX11 by the way)
Are you sure you are accessing the native texture in the right context? We followed the example linked at the bottom of Unity - Manual: Low-level native plug-in interface and got it working for the same sort of scenario.
Is this possible without using c++ (just using c#)?