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Question by Zaitoichi · Feb 03, 2021 at 03:08 PM · updatescreenshotload scene

Update image at runtime?

Hi all,

At the end of a level I want to take a screen shot.

 ScreenCapture.CaptureScreenshot("Resources/DestroyedBoss.png");

When I load the next scene this screenshot load and overlay the entire scene.

     public Texture2D myTexture;
 
     void Start()
     {
 
         // load texture from resource folder
         myTexture = Resources.Load("DestroyedBoss") as Texture2D;
 
         GameObject rawImage = GameObject.Find("RawImage");
         rawImage.GetComponent<RawImage>().texture = myTexture;
     }

The screenshot will fade and the object containing it will be destroyed.

     public RawImage imageToFade;
 
     void Update()
     {
         imageToFade.color -= new Color(0, 0, 0, 0.2f * Time.deltaTime);
 
         if (imageToFade.color.a < 0.1) 
             Destroy(this.gameObject);
     }

This all works fine, except for loading of the screenshot itself.

It would seem that unity does not update the image. and always uses the image from the last time i ran the game.

I have been searching and trying for 2 days now and i am at a loss.

How can I make this work? Is there a way to update the png file while running my game? Maybe create a temp container for the screenshot and set this to the RawImage?

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