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Non-blocking screen capture example with asynchronous GPU readback

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AsyncCaptureTest

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This Unity sample project shows how to use the asynchronous GPU readback API to capture render outputs without blocking the main thread.

Note that there is a trade-off between performance and latency. It's only applicable when a small amount of latency is acceptable. Screen capture is one of the best-fit cases for the feature.

Unity 2023 Update

I updated this project to use the Awaitable class introduced in Unity 2023.1. Now you can use the GPU readback API with the C# asynchronous programming features (async/await).

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Non-blocking screen capture example with asynchronous GPU readback

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