I'm trying to find a way to minimize allocations and GC hitches when creating large web requests with a bounded but unknown size. Ideally, I would like to preallocate an array of `byte`s, fill the buffer before making a request, and then specify which region of the buffer to send.
`UploadHandlerRaw` seems promising (https://docs.unity3d.com/ScriptReference/Networking.UploadHandlerRaw-ctor.html) but, unless I'm missing something, it doesn't seem to provide a way to use less than the entire buffer size.
**Is there a way to create a custom `UploadHandler` without this limitation? Are there any alternatives (must work at least on Android and iOS) to `UploadHandlerRaw` that don't have its limitations?**
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For context, I need to send json requests that include an arbitrary but bounded amount of base-64 encoded data (a user-specified region of an image). Their destination is a 3rd party server that will send back a variable-length response, so I don't have control of the data format.
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