So I have an nvidia api (waveworks 2) that manages texture2D arrays internally. Client side I'm in Unity where I can access a native Texture2D but unfortunately not a Texture2DArray. So I think the best workaround is create individual textures Unity can access and copy the array slices into those every frame on the gpu. Textures are not large and all RGBA 16.
Context is directx 11and I'm a complete noob with working with that api directly. I saw ID3D11DeviceContext::CopySubresourceRegion which looks promising. But this is such an edge case I can't find anything online that's really on point to confirm this is the correct approach.
That's mostly what I need is what is the best approach here, so I don't end up going off in the wrong direction.