Since i can't edit i have to add that i made a part of a workaround (which is garbage but hey it's something?)
By pasting the whole object onto a drawing canvas behind the user media, then saving the image, using "on image saved" and setting a sprite to the SavedImageURL when using "Load image from URL" works to get the data into a sprite. I bet then its possible to store the SavedImage somehow into binary and then send over websocket???
This is dirty and hell.
I've been trying to achieve some kind of video chat lately and this does work - however, no matter how low I make the quality of the images, it doesn't seem to be able to reach minimum 30fps
I've also tried using VideoRecorder to record and stop recording over and over, but that's inefficient and wonky