Ok, I now the topic sounds weird, but so is my problem. In short: 1. I am able to take a screenshot with the Everyplay API, and use that for a texture in the game. 2. I am able to take a screenshot by using readPixels and apply methods of Texture2D and use that with the Post(string serviceType, string message, Texture2D image, string url, bool checkServiceAvailable) method of the U3DXT.iOS.Native.Social package. 3. But I am not able to take the screenshot taken through the Everyplay API anduse that with the U3DXT library This works for 1: videoThumbnailMaterial.mainTexture = tex But when I try to eg. screenShot=Instantiate(tex)asTexture2Dor screenShot = Instantiate(thumbnailMaterial.mainTexture) as Texture2D;or simply screenShot = tex;it just won't work. Number 2: screenShot = new Texture2D (Screen.width / 2, Screen.height, TextureFormat.RGB24, true); screenShot.ReadPixels (new Rect (0, 0, Screen.width / 2, Screen.height), 0, 0, true); screenShot.Apply (); does work, but it freezes the game for maybe like half a second (on iPhone 5) which is unacceptable. Why is that I can't just assign or copy the tex received from onThumbnailReady to be used by the U3DXT method like described above?