I am working with Unity 4.5, grabbing images as bytes arrays (each byte represent a channel, taking 4 bytes per pixel (rgba) and displaying them on a texture converting the
Yes, Marshal.Copy is the way to go. I've answered a similar question here.
Here's a generic method to copy from struct[] to byte[] and vice versa
private static byte[] ToByteArray(T[] source) where T : struct
{
GCHandle handle = GCHandle.Alloc(source, GCHandleType.Pinned);
try
{
IntPtr pointer = handle.AddrOfPinnedObject();
byte[] destination = new byte[source.Length * Marshal.SizeOf(typeof(T))];
Marshal.Copy(pointer, destination, 0, destination.Length);
return destination;
}
finally
{
if (handle.IsAllocated)
handle.Free();
}
}
private static T[] FromByteArray(byte[] source) where T : struct
{
T[] destination = new T[source.Length / Marshal.SizeOf(typeof(T))];
GCHandle handle = GCHandle.Alloc(destination, GCHandleType.Pinned);
try
{
IntPtr pointer = handle.AddrOfPinnedObject();
Marshal.Copy(source, 0, pointer, source.Length);
return destination;
}
finally
{
if (handle.IsAllocated)
handle.Free();
}
}
Use it as:
[StructLayout(LayoutKind.Sequential)]
public struct Demo
{
public double X;
public double Y;
}
private static void Main()
{
Demo[] array = new Demo[2];
array[0] = new Demo { X = 5.6, Y = 6.6 };
array[1] = new Demo { X = 7.6, Y = 8.6 };
byte[] bytes = ToByteArray(array);
Demo[] array2 = FromByteArray(bytes);
}