Пример #1
0
    // For Save
    IEnumerator CaptureScreen()
    {
        yield return(new WaitForEndOfFrame());

        // Save to PhotoLibrary
        Texture2D screenShot = ScreenCapture.Capture();

        if (saveAsPng)
        {
            bool withTransparency = false;
            if (withTransparency)
            {
                // PNG with transparency
                LoadTextureFromImagePicker.SaveAsPngWithTransparencyToPhotoLibrary(screenShot, gameObject.name, "OnFinishedSaveImage");
            }
            else
            {
                // PNG
                LoadTextureFromImagePicker.SaveAsPngToPhotoLibrary(screenShot, gameObject.name, "OnFinishedSaveImage");
            }
        }
        else
        {
            // JPG
            LoadTextureFromImagePicker.SaveAsJpgToPhotoLibrary(screenShot, gameObject.name, "OnFinishedSaveImage");
        }
    }
Пример #2
0
    // For Save
    IEnumerator CaptureScreen()
    {
        yield return(new WaitForEndOfFrame());

        //Get another copy to show on share screen
        Texture2D screenshot = ScreenCapture.Capture();

        Color32[] pix = screenshot.GetPixels32();
        Destroy(screenShotCopy);
        screenShotCopy = new Texture2D(screenshot.width, screenshot.height);
        screenShotCopy.SetPixels32(pix);
        screenShotCopy.Apply();

        Debug.Log("Capture one frame");
        #if UNITY_IPHONE
        if (Application.platform == RuntimePlatform.IPhonePlayer)
        {
            LoadTextureFromImagePicker.SaveAsJpgToPhotoLibrary(screenshot, gameObject.name, "OnFinishedSaveImage");
        }
        #endif

        if (Application.platform == RuntimePlatform.Android)
        {
            SaveImageToLibraryAndriod(screenshot);
        }

        //FOR TEST
        //OnFinishedSaveImage("");
    }
Пример #3
0
    // For Save
    IEnumerator CaptureScreen()
    {
        yield return(new WaitForEndOfFrame());

        uploadImage = ScreenCapture.Capture();
        LoadTextureFromImagePicker.SaveAsJpgToPhotoLibrary(uploadImage, gameObject.name, "OnFinishedSaveImage");
    }