Reputation: 2001
I've implemented that code in my app so the user can take screenshots and save/share it, when I press the camera button the screeshot function is working fine, but the load function is not, I can't see the screenshot taken on my Gameobject.
using UnityEngine;
using System.Collections;
using System.IO;
using UnityEngine.UI;
public class SnapshotShare : MonoBehaviour
{
private AndroidUltimatePluginController androidUltimatePluginController;
Camera mainCamera;
RenderTexture renderTex;
Texture2D screenshot;
Texture2D LoadScreenshot;
int width = Screen.width; // for Taking Picture
int height = Screen.height; // for Taking Picture
string fileName;
string screenShotName = "PictureShare.png";
void Start ()
{
androidUltimatePluginController = AndroidUltimatePluginController.GetInstance ();
}
public void Snapshot ()
{
StartCoroutine (CaptureScreen ());
}
public IEnumerator CaptureScreen ()
{
yield return null; // Wait till the last possible moment before screen rendering to hide the UI
GameObject.Find ("Canvas").GetComponent<Canvas> ().enabled = false;
yield return new WaitForEndOfFrame (); // Wait for screen rendering to complete
if (Screen.orientation == ScreenOrientation.Portrait || Screen.orientation == ScreenOrientation.PortraitUpsideDown) {
mainCamera = Camera.main.GetComponent<Camera> (); // for Taking Picture
renderTex = new RenderTexture (width, height, 24);
mainCamera.targetTexture = renderTex;
RenderTexture.active = renderTex;
mainCamera.Render ();
screenshot = new Texture2D (width, height, TextureFormat.RGB24, false);
screenshot.ReadPixels (new Rect (0, 0, width, height), 0, 0);
screenshot.Apply (); //false
RenderTexture.active = null;
mainCamera.targetTexture = null;
}
if (Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.LandscapeRight) {
mainCamera = Camera.main.GetComponent<Camera> (); // for Taking Picture
renderTex = new RenderTexture (height, width, 24);
mainCamera.targetTexture = renderTex;
RenderTexture.active = renderTex;
mainCamera.Render ();
screenshot = new Texture2D (height, width, TextureFormat.RGB24, false);
screenshot.ReadPixels (new Rect (0, 0, height, width), 0, 0);
screenshot.Apply (); //false
RenderTexture.active = null;
mainCamera.targetTexture = null;
}
// on Win7 - C:/Users/Username/AppData/LocalLow/CompanyName/GameName
// on Android - /Data/Data/com.companyname.gamename/Files
File.WriteAllBytes (Application.persistentDataPath + "/" + screenShotName, screenshot.EncodeToPNG ());
// on Win7 - it's in project files (Asset folder)
//File.WriteAllBytes (Application.dataPath + "/" + screenShotName, screenshot.EncodeToPNG ());
//File.WriteAllBytes ("picture1.png", screenshot.EncodeToPNG ());
//File.WriteAllBytes (Application.dataPath + "/../../picture3.png", screenshot.EncodeToPNG ());
//Application.CaptureScreenshot ("picture2.png");
GameObject.Find ("Canvas").GetComponent<Canvas> ().enabled = true; // Show UI after we're done
LoadImage();
}
public void ShareImage ()
{
string path = Application.persistentDataPath + "/" + screenShotName;
androidUltimatePluginController.ShareImage("subject","Teste de compartilhamento",path);
}
public void LoadImage ()
{
string path = Application.persistentDataPath + "/" + screenShotName;
byte[] bytes;
bytes = System.IO.File.ReadAllBytes(path);
LoadScreenshot = new Texture2D(90,90);
LoadScreenshot.LoadImage(bytes);
GameObject.Find("Picture").GetComponent<Renderer> ().material.mainTexture = LoadScreenshot;
Debug.Log("LOAD IMAGE");
}
public void close ()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
The Solution as Gunther Fox said:
public void LoadImage()
{
string path = Application.persistentDataPath + "/" + screenShotName;
byte[] bytes;
bytes = System.IO.File.ReadAllBytes(path);
LoadScreenshot = new Texture2D(4, 4);
LoadScreenshot.LoadImage(bytes);
Sprite sprite = Sprite.Create(screenshot, new Rect(0, 0, width, height), new Vector2(0.5f, 0.0f), 1.0f);
GameObject.Find("Picture").GetComponent<SpriteRenderer>().sprite = sprite;
Debug.Log("LOAD IMAGE");
}
Upvotes: 1
Views: 1625
Reputation: 9821
The issue is that you're setting the Texture
of a Material
on a SpriteRenderer
; you should be settings the sprite
property. Check out this Unity doc on creating a Sprite
and then you can apply that knowledge to your situation:
Create a Sprite
object after loading your texture and then use GetComponent<SpriteRenderer>
to change the sprite
property. You shouldn't have to change any Materials
.
Upvotes: 1