User disconnected after write byte[] on OnPhotonSerializeView

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After try to write, the user is disconnected from the room: What's wrong?

[RequireComponent(typeof(PhotonView))]
public class exchange_frame : MonoBehaviour {
public RawImage rawImage;
private Texture2D tex;
private GameObject backgroundCam;
private RawImage streamCam;

[SerializeField]
private byte[] rawData;

void Start()
{
backgroundCam = GameObject.FindGameObjectWithTag("cameraBackground");
streamCam = (RawImage)backgroundCam.GetComponent();
//tex = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
}

void Update()
{
rawImage = streamCam;
webcamFrames webcamFramesScript = backgroundCam.GetComponent ();
rawData = webcamFramesScript.byteArray;
Debug.Log(webcamFramesScript.byteArray.Length);
//Texture2D tex = (Texture2D) streamCam.texture;
//rawData = tex.EncodeToPNG();
}

void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
Debug.Log("stream.isWriting");
stream.SendNext(rawData);
}
else
{
//rawData = (byte[])stream.ReceiveNext();
}
}


public class webcamFrames : MonoBehaviour {
public RawImage img;
public WebCamTexture webcamTexture;
public Texture2D tex2D;
public Color32[] data;
public byte[] byteArray;
// Use this for initialization
void Start () {
webcamTexture = new WebCamTexture(320,240);
webcamTexture.Play();
img.texture = webcamTexture;
img.material.mainTexture = webcamTexture;
//tex2D = new Texture2D(img.texture.width, img.texture.height);
Debug.Log(webcamTexture.width);
data = new Color32[webcamTexture.width * webcamTexture.height];

}

// Update is called once per frame
void Update () {
webcamTexture.GetPixels32(data);
Debug.Log(data.Length);
tex2D = new Texture2D(webcamTexture.width, webcamTexture.height, TextureFormat.RGB24, false);
byteArray = Color32ArrayToByteArray(data);
Debug.Log(byteArray.Length);
}

private static byte[] Color32ArrayToByteArray(Color32[] colors)
{
byte[] bytes = new byte[colors.Length * 4];
for (int i = 0; i < bytes.Length / 4; i += 4)
{
bytes[i] = colors[i].r;
bytes[i + 1] = colors[i].g;
bytes[i + 2] = colors[i].b;
bytes[i + 3] = colors[i].a;
}
return bytes;
}

}