Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

WaitForEndOfFrame

class in UnityEngine

/

Inherits from:YieldInstruction

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.

You can use it to read the display into a texture, encode it as an image file (see Texture2D.ReadPixels and Texture2D.EncodeToPNG) and send it somewhere. Switching from the Game view to the Scene view will cause WaitForEndOfFrame to freeze. It will only continue when the application is switched back to the Game view. This can only happen when the application is working in the Unity editor.

Note: This coroutine is not invoked on the editor in batched mode. For further details please look at the Command line arguments page in the manual.

yield new WaitForEndOfFrame ();
no example available in C#

Another example:

no example available in JavaScript
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;

public class ExampleClass : MonoBehaviour { // Take a shot immediately IEnumerator Start() { UploadPNG(); yield return null; }

IEnumerator UploadPNG() { // We should only read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();

// Create a texture the size of the screen, RGB24 format int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);

// Read screen contents into the texture tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply();

// Encode texture into PNG byte[] bytes = tex.EncodeToPNG(); Destroy(tex);

// For testing purposes, also write to a file in the project folder // File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);

// Create a Web Form WWWForm form = new WWWForm(); form.AddField("frameCount", Time.frameCount.ToString()); form.AddBinaryData("fileUpload", bytes);

// Upload to a cgi script var w = UnityWebRequest.Post("http://localhost/cgi-bin/env.cgi?post", form); yield return w.SendWebRequest(); if (w.isNetworkError || w.isHttpError) print(w.error); else print("Finished Uploading Screenshot"); yield return null; } }
no example available in JavaScript
using UnityEngine;
using System.Collections;

public class ExampleScript : MonoBehaviour { // A script that shows destination alpha channel in the game view.

Material mat;

void CreateMaterial() { // Unity has a built-in shader that is useful for drawing // simple colored things. In this case, we just want to use // a blend mode that inverts destination colors. var shader = Shader.Find("Hidden/Internal-Colored"); mat = new Material(shader); mat.hideFlags = HideFlags.HideAndDontSave; // Set blend mode to show destination alpha channel. mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstAlpha); mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); // Turn off backface culling, depth writes, depth test. mat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); mat.SetInt("_ZWrite", 0); mat.SetInt("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always); }

public IEnumerator Start() { CreateMaterial(); while (true) { // Wait until all rendering + UI is done. yield return new WaitForEndOfFrame(); // Draw a quad that shows alpha channel. GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(0); GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); GL.Vertex3(1, 0, 0); GL.Vertex3(1, 1, 0); GL.Vertex3(0, 1, 0); GL.End(); GL.PopMatrix(); } yield return null; } }

Inherited Members

Did you find this page useful? Please give it a rating: