Unity c #, screenshot and save to file as jpg
I am trying to take a screencapture and save it to a jpg file. I follow this example.
http://docs.unity3d.com/ScriptReference/Texture2D.EncodeToPNG.html
This is what I have so far:
string jpgFile = Application.persistentDataPath + "/scrn-1.jpg";
Texture2D tex = new Texture2D (Screen.width, Screen.height);
tex.ReadPixels (new Rect(0, 0, Screen.width, Screen.height), 0, 0);
tex.Apply ();
var bytes = tex.EncodeToJPG();
Destroy (tex);
System.IO.File.WriteAllBytes(jpgFile, bytes);
I found that running this in Unity on iOS gives me:
JPEG parameter structure mismatch: library thinks size is 372, caller expects 360
However, if I change the conversion to tex.EncodeToPNG (); and change the filename to .png, everything works fine. I'm not sure how any help can be obtained. Thank you.
source to share
I found this one that allows you to save it as a .jpg. I usually just use the capture screen and save as .png.
Here you go:
using UnityEngine;
using System.Collections;
public class HiResScreenShots : MonoBehaviour {
public int resWidth = 2550;
public int resHeight = 3300;
private bool takeHiResShot = false;
public static string ScreenShotName(int width, int height) {
return string.Format("{0}/screenshots/screen_{1}x{2}_{3}.png",
Application.dataPath,
width, height,
System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss"));
}
public void TakeHiResShot() {
takeHiResShot = true;
}
void LateUpdate() {
takeHiResShot |= Input.GetKeyDown("k");
if (takeHiResShot) {
RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
camera.targetTexture = rt;
Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false);
camera.Render();
RenderTexture.active = rt;
screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
camera.targetTexture = null;
RenderTexture.active = null; // JC: added to avoid errors
Destroy(rt);
byte[] bytes = screenShot.EncodeToPNG();
string filename = ScreenShotName(resWidth, resHeight);
System.IO.File.WriteAllBytes(filename, bytes);
Debug.Log(string.Format("Took screenshot to: {0}", filename));
takeHiResShot = false;
}
}
}
If you just want some kind of picture, I highly recommend this:
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
void OnMouseDown()
{
Application.CaptureScreenshot("Screenshot.png");
}
}
Simple and effective.
source to share
Actually I really needed something like this today, but didn't save it. Unity does not provide us with a default method to immediately return an image as a byte, so I solved my problem.
internal class ScreenCapture : MonoBehaviour
{
internal byte[] Image = null;
internal void SaveScreenshot()
{
StartCoroutine(SaveScreenshot_ReadPixelsAsynch());
}
private IEnumerator SaveScreenshot_ReadPixelsAsynch()
{
//Wait for graphics to render
yield return new WaitForEndOfFrame();
//Create a texture to pass to encoding
Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
//Put buffer into texture
texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
//Split the process up--ReadPixels() and the GetPixels() call inside of the encoder are both pretty heavy
yield return 0;
byte[] bytes = texture.EncodeToPNG();
Image = bytes;
//Tell unity to delete the texture, by default it seems to keep hold of it and memory crashes will occur after too many screenshots.
DestroyObject(texture);
}
}
Using:
internal static ScreenCapture Capture;
if (Capture == null)
{
Capture = Camera.main.gameObject.AddComponent<ScreenCapture>();
}
Capture.SaveScreenshot();
// if you wish to save:
System.IO.File.WriteAllBytes("filename.png", Capture.Image);
source to share