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Question by dancer_chika25 · Mar 18, 2018 at 09:40 PM · iostexture2dscreenshot

WebTexture is black on device but not in editor

I'm attempting to take a screen capture in my app and save it as a PNG. When I run the app from the Unity editor all images are saved exactly how I expect. However, when I build and run on an ios device the image gets saved as black. I've tried WaitForSeconds, WaitForEndOfFrame, and yield returning the byte array. Below is the relevant code. I really appreciate any help.

void Start() { PostitionGameObjects (); Debug.Log ("background value " + background); WebCamDevice[] devices = WebCamTexture.devices;

     if (devices.Length == 0) {
         Debug.Log ("No Devices Found");
         camAvailable = false;
         return;
     }

     for (var i = 0; i < devices.Length; i++) {
         if (!devices [i].isFrontFacing) {
             backCam = new WebCamTexture (devices[i].name, Screen.width, Screen.height);
         }
     }

     if (backCam == null) {
         Debug.Log ("No back facing camera available");
         return;
     }


     Debug.Log("in start" + backCam);

     backCam.Play ();
     //this will throw null
     background.texture = backCam;
     camAvailable = true;
 }

 IEnumerator WaitForSecondsDo(){
     Debug.Log("in switch" + backCam);

     Texture2D photo = new Texture2D(backCam.width, backCam.height);

     photo.SetPixels(backCam.GetPixels());

     photo.Apply();

     //Encode to a PNG
     image = photo.EncodeToPNG();
     Debug.Log (image);
     yield return image; 
 }

The function is invoked like so StartCoroutine(WaitForSecondsDo());

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