Reputation: 2830
I have a simple goal for my Unity application running on Android: create a function, which disables my GUI, creates a screenshot, stores the image and enables the GUI again.
This is my current code:
The whole UI is stored in a GameObject which my handler class holds as property:
private bool makeScreenshotFlag;
public GameObject UserInterface;
makeScreenshotFlag
above is used in the Update function:
// Update is called once per frame
void Update()
{
if (makeScreenshotFlag)
{
// Working with this flag is necessary,
// since we need to wait for the next frame,
// where the gui is not visible;
MakeScreenShot();
}
}
If the corresponding button gets pressed I fire the following Method:
public void OnCreateScreenshotButtonPressed()
{
UserInterface.SetActive(false);
makeScreenshotFlag = true;
}
And at last the method for the screenshot itself:
private void MakeScreenShot()
{
if (UserInterface.activeSelf) return; // wait for the next frame if the gui is still active
try
{
string filename = "screenshot_" + DateTime.Now.ToString("HH-mm-ss--dd-MM-yyyy") + ".png";
ScreenCapture.CaptureScreenshot(filename);
}
catch (Exception e)
{
DebugHelper.NewLog = "Error capturing screenshot: " + e.Message;
}
finally
{
makeScreenshotFlag = false;
UserInterface.SetActive(true);
}
}
In theory this should work, however the documentation for ScreenCapture.CaptureScreenshot()
states the following:
The CaptureScreenshot returns immediately on Android. The screen capture continues in the background. The resulting screen shot is saved in the file system after a few seconds.
In practice this means, when my screenshot is made, the GUI is already enabled again. So far I couldn't find any event or similar to get notified as soon as the screenshot is made. The only thing I can think of is to store the screenshot filename and check if the file exists each frame after the screenshot is started.
Is there any other, more practical way?
Upvotes: 0
Views: 856
Reputation: 448
Most probably, you are capturing the frame with UI itself. It's better to wait till the end of the frame using Coroutine.
public IEnumerator MakeScreenShot()
{
// Wait till the last possible moment before screen rendering to hide the UI
yield return null;
// Disable UI
UserInterface.SetActive(false);
// Wait for screen rendering to complete
yield return new WaitForEndOfFrame();
// Take screenshot
Application.CaptureScreenshot("screenshot.png");
// Show UI after we're done
UserInterface.SetActive(true);
}
Upvotes: 1