This can be faster then calling
GetPixels, as pixel data does not have to be converted to color structs,
so you may want to use it if you need to do continuous processing on the video feed.
You can optionally pass in an array of Color32s to use in
colors to avoid allocating new memory each frame,
which is faster when you are continuously reading data from the camera.
The array needs to be initialized to a length matching width * height of the texture. If you don't pass an
array, GetPixels32 will allocate one for you and return it.
no example available in C#