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Question by thibetanus · Sep 05, 2018 at 05:25 AM · coroutineupdate functioncapturescreenshot

control the update or coroutine

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class capture : MonoBehaviour {

 float delay = 1.3f;
 int count = 0 ;
 

 void ScreenCapture (int width, int height , string path){
     
     byte[] imgBytes = null;
     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 ();

     imgBytes = texture.EncodeToJPG();
     
     System.IO.File.WriteAllBytes(path + ".jpg" , imgBytes);
     
     Debug.Log( path + " has been saved");
 }

 void Update(){
     StartCoroutine("Rendering");
     
 }
 
 IEnumerator Rendering () {
     
     yield return new WaitForEndOfFrame();
     string path = @"/home/haeyun/Desktop/screen/test"+ count;
     ScreenCapture(Screen.width, Screen.height, path);
     count ++;
     yield return new WaitForSeconds(delay); // 이게 왜 처음에만 적용이 될까??????? 허어어어어어ㅓ,,,,
 }
 

}

Is there a way to control my real-time capture to make it a little slower? now the files are saved in real time, but too many are saved. How can I adjust it if I want to take about 3 pictures per second?

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Answer by thibetanus · Sep 05, 2018 at 06:26 AM

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class capture : MonoBehaviour {

 float delay = 0.3f;
 float nextTime = 0;
 int count = 0 ;
 

 void ScreenCapture (int width, int height , string path){
     
     byte[] imgBytes = null;
     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 ();

     imgBytes = texture.EncodeToJPG();
     
     System.IO.File.WriteAllBytes(path + ".jpg" , imgBytes);
     
     Debug.Log( path + " has been saved");
 }

 void Update(){
     StartCoroutine("Rendering");
 }
 
 IEnumerator Rendering () {
     if(Time.time >= nextTime){
     yield return new WaitForEndOfFrame();
     string path = @"/home/haeyun/Desktop/screen/test"+ count;
     ScreenCapture(Screen.width, Screen.height, path);
     count ++;
     nextTime += delay ;
     }
     
 }
 

}

i solve that!! :D The update frequceny is irrelevant and has been solved by adjusting the time in the coroutine function

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