I need to get raw texture colors (32 * 32), without any compression. I am using the GetRawTextureData method, however, I always get the size of the array at 256 elements, which is less than the original texture. I did not find information about the maximum size of the NativeArray . Why it happens?
it’s happening to me too , Unity 2020.3.2.2, . Compare GetRawTextureData vs GetPixels where the former has less items in the array than the latter
in case this helps anyone that lands on this thread, I found this helpful and also setting the mipChain to false when creating the texture2d reduced the number in GetRawTextureData.