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Question by SamCarey · May 21, 2016 at 06:59 AM · javascripttexturevariableapplicationscreenshot

Screenshot to variable

When I call the 'TakeScreenshot' function i want it to take a screenshot and place it into a variable. I was looking at Application.CaptureScreenshot () but could not get it to work.

Any help would be much appreciated

    var ScreenShot : Texture; //Screenshot here
     
     function TakeScreenshot ()
     {
          //Screenshot Code here
     }

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Answer by tanoshimi · May 21, 2016 at 07:05 AM

CaptureScreenshot() is for saving to a file. For writing pixels from the screen to a texture, use ReadPixels:

 void TakeScreenshot() {
   ScreenShot = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
   ScreenShot.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
   ScreenShot.Apply();
 }

(This is for C# - you may need to modify it if you're using Unityscript).

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avatar image SamCarey · May 21, 2016 at 07:18 AM 0
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What kind of variable is tex?

avatar image tanoshimi SamCarey · May 21, 2016 at 07:32 AM 0
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I've edited my code - it's a Texture2D, as you had in your original code.

avatar image SamCarey · May 21, 2016 at 10:09 AM 0
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It has seemed to work, thanks. I was wondering where the image is saved? I need it to be able to get access the file when the game has been quit and reloaded. Would i use PlayerPrefs for something like this?

avatar image tanoshimi SamCarey · May 21, 2016 at 10:27 AM 0
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The image isn't saved anywhere - it's assigned to the Screenshot texture variable held in memory (which is what you said you wanted in your question.....). To save a screenshot to a file, use Application.CaptureScreenshot, or you could serialize the Screenshot variable in the code above to a binary file. I wouldn't use PlayerPrefs for image data - it's designed more for recording simple settings, text strings etc.

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