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Question by Dheinamar · Jul 17, 2019 at 07:40 PM · screenshotscreencapture

Screenshot resolution using ScreenCapture

I need to take screenshot and hold it in memory so later I can serialise it in save file with all the other information I need to save. We're using Unity 2019.3.0a8 and as documentation says for taking screenshots there is class ScreenCapture for which I wasn't able to find any information except for Unity Scripting API. I tried to take screenshot and I've got following error:

CaptureScreenshot(L:0, B:0, W:1920, H:1080) requested a region that exceeds the active Render Target sized [W:1212, H:754].

CaptureScreenshotAsTexture() failed to generate texture! Was method called before the 'end of frame' state was reached?

I understand that it has something to do with the fact that I'm calling this from editor and not from built application run at phone, but I would like to find out a couple of things:

  1. Can I capture screenshots using this method without need to build and install app?

  2. Do I need to do something to guarantee that this error doesn't appear in build when using phones with different resolutions?

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Answer by Dheinamar · Aug 20, 2019 at 08:44 AM

Quick update for anyone who may be interested.

As second error says, I was trying to capture screenshot without waiting for end of frame. I was aware of that but wasn't sure if the waiting will solve the issue. Since I've found a way to wait till the end of frame (you may want to see my other question on this matter), I haven't observed any of the above errors. I will update this question if the error will appear again.

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