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Question by komodor · Mar 13, 2014 at 04:46 PM · yield

WaitForEndOfFrame not working ?

i just too this script:

 using System.IO;
 using UnityEngine;
 using System.Collections;
 
 public class Example : MonoBehaviour
 {
     void Start()
     {
         Debug.Log("start");
         UploadPNG();
     }
     IEnumerator UploadPNG()
     {
         Debug.Log("pre");
         yield return new WaitForEndOfFrame();
         Debug.Log("post");
         int width = Screen.width;
         int height = Screen.height;
         Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);
         tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
         tex.Apply();
         byte[] bytes = tex.EncodeToPNG();
         Destroy(tex);
         WWWForm form = new WWWForm();
         form.AddField("frameCount", Time.frameCount.ToString());
         form.AddBinaryData("fileUpload", bytes);
         WWW w = new WWW("http:/localhostcgi-bin/env.cgi?post", form);
         yield return w;
         if (w.error != null)
             print(w.error);
         else
             print("Finished Uploading Screenshot");
     }
 }

from http://docs.unity3d.com/Documentation/ScriptReference/WaitForEndOfFrame.html modified it a bit added tracing and it's not working and i don't get it

HELP!

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Best Answer

Answer by frarees · Mar 13, 2014 at 05:15 PM

Coroutines need to be started using StartCoroutine. So, do:

 void Start()
 {
     Debug.Log("start");
     StartCoroutine (UploadPNG());
 }

Or even:

 IEnumerator Start()
 {
     Debug.Log("start");
     yield return StartCoroutine (UploadPNG());
 }
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avatar image komodor · Mar 13, 2014 at 05:40 PM 0
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i am looking for WaitForEndOfFrame not every frame coroutine, it needs to be done postrender

avatar image Jamora · Mar 13, 2014 at 05:56 PM 0
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@komodor yield doesn't work unless you start the coroutine. Coroutines do not run every frame unless they are specifically told to.

avatar image komodor · Mar 14, 2014 at 11:13 AM 0
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so the reference is wrong ?

avatar image Jamora · Mar 14, 2014 at 12:41 PM 1
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Yes, the reference does seem to be wrong. The correct way is the first snippet in this answer.

I think there has been a copy-paste error in the documentation. In UnityScript, coroutines do not need to be explicitly started.

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