I’m thinking I have to turn it from a byte into a String and send it with an RPC call? Or is that a horrible idea?
Well that would work… It might be big of course.
You can convert it to a string using Convert.ToBase64String() - hopefully you won’t hit some limit in the parameter size (that I don’t know of). Convert it back using Convert.FromBase64String().
Hi @Kiloblargh, I know this thread is old but I want to suggest using this:
File Management
So you can place any image into the StreamingAssets folder server side (for WebGL only) and download directly, also convert the image into texture or sprite.
Or if you want to make a local transfer (through UDP) you can use:
File Transfer Server
This asset will take care of bigger than 64KB file transference between devices, also uses File Management internally, so it will easily convert images into textures or sprites.
Best regards.