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Question by Catlard · Oct 14, 2011 at 12:43 PM · datapathwww.texturescreencapture

Using www.Texture help?

Help!

I'm trying to figure out what the correct datapath and everything is for using www.Texture to import a .png from the local project folder, and using it as a texture. I can't find any reference for this on the Unity website--it only states how to load things from the web. When I attempt to do this on my own, it works, but I get a data path error first. Do you know how?

My script, in case you're interested, is this:

 var filePath;
 
 function Start()
 {
     filePath = "myScreenshot.png";
     print(filePath);
 }
 
 // Take a shot immediately
 function Update () 
 {
     if(Input.GetKeyDown(KeyCode.P))
     {
         turnScreenShotIntoTexture();
     }
 }
 
 function turnScreenShotIntoTexture() 
 {
     yield WaitForEndOfFrame;
     Application.CaptureScreenshot("file:\\" + Application.dataPath + filePath);
 
     var www : WWW = new WWW (filePath);
     yield www;
     myTexture = 
     renderer.material.mainTexture = www.texture; 
 }
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Answer by Bunny83 · Oct 15, 2011 at 01:45 AM

It's actually the other way round: Application.CaptureScreenshot can take only the filename and it will save it to the current directory, but www always needs an absolute path AND a protocol-scheme specification.

 Application.CaptureScreenshot(Application.dataPath + filePath);
 var www : WWW = new WWW ("file:///" + Application.dataPath + filePath);

ps. The file:/// version is usually more robust than file:// and also not it's a slash not a backslash!

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avatar image Catlard · Oct 15, 2011 at 02:06 AM 0
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Yay! Thank you so much for your help. You've saved me.

Working script:

var filePath; var imageName = "pictureOfBrad$$anonymous$$t";

function Start() { filePath = "file:///" + Application.dataPath + "/" + imageName + ".png"; print(filePath); }

// Take a shot immediately function Update () { if(Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.P)) { Application.CaptureScreenshot(Application.dataPath + "/" + imageName + ".png"); turnScreenShotIntoTexture(); } }

function turnScreenShotIntoTexture() { yield WaitForEndOfFrame; var www : WWW = new WWW (filePath); yield www; myTexture = renderer.material.mainTexture = www.texture; }

avatar image Catlard · Oct 15, 2011 at 02:06 AM 0
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Although I guess my question is why /// is more robust than //...any particular reason?

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