Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by elionakopi22 · May 19, 2020 at 11:07 AM · texture2dbuild errorreadpixels

Texture2D.ReadPixels working on Editor, but not on Build?

Hello everyone! I have a question that is eating up a lot of my time now. I've tried a lot of things, but nothing seems to get Texture2D.ReadPixels to work on Build. It works perfectly on Editor. Do you have any idea what might be causing this error?

      public class Completion : MonoBehaviour
     {
 public static float completion = 11.2f;
 public static float percentage;
 public float percent;
 public TextMeshProUGUI comp;
 public GameObject dialog, me;

 void Start()
 {
     percentage = percent;
     comp.text = completion.ToString() + "%";
     theShader = Shader.Find("Mobile/Bumped Diffuse");
 }

 void Update()
 {
     comp.text = completion.ToString() + "%";

     if (completion >= 99.9f)
     {
         comp.text = "WellDone!";
         StartCoroutine(Finish());
         if(sth==false)
         {
             StartCoroutine(Break());
         }
         StartCoroutine(End());
     }

 }

 IEnumerator Finish()
 {
     yield return new WaitForSeconds(2);
     dialog.SetActive(true);
 }
     bool grab;
 Shader theShader;

 public GameObject ecrane;
 public GameObject moi;
 public GameObject bureak;
 Renderer[] m_Display;
     bool sth=false;

 private void OnPostRender()
 {
     if (grab)
     {
         Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
         
         texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, false);
         texture.Apply();
         
         if (m_Display != null)
     foreach(var r in m_Display)
     {
             //Give your GameObject with the renderer this texture
             r.material.mainTexture = texture;
     r.material.shader = theShader;
     }
         
         grab = false;
     }
 }
 IEnumerator Break()
 {
     sth=true;
     yield return new WaitForSeconds(0.1f);
         grab = true;
 m_Display = ecrane.GetComponentsInChildren<Renderer>();
 }

 IEnumerator End()
 {
     yield return new WaitForSeconds(6);
     bureak.SetActive(true);
     moi.SetActive(false);
 }

}

The whole idea of this is to grab a screenshot 0.1f after the game is 100% complete, and apply the texture to a .blend file with many children. Note that this works exactly as expected on the Editor and not on the Build. Is there an error on the code? Please help! Also if it helps, the build is windowed at 1280x720 resolution, if this is relevant.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

130 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Texture2D.ReadPixels unknown error "not inside drawing frame" 3 Answers

ReadPixels generates corrupted textures on certain Android devices 0 Answers

Render Texture does not work on only IOS devices 0 Answers

scale squash rendertexture to different size 1 Answer

Texture2d.ReadPixels produces a vertically stretched texture on iPad 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges