Version: 2020.3
LanguageEnglish
  • C#

ImageConversion.EncodeArrayToJPG

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Declaration

public static byte[] EncodeArrayToJPG(Array array, Experimental.Rendering.GraphicsFormat format, uint width, uint height, uint rowBytes, int quality);

Parameters

array The byte array to convert.
format The pixel format of the image data.
width The width of the image data in pixels.
height The height of the image data in pixels.
rowBytes The length of a single row in bytes. The default is 0, which means Unity calculates the length automatically.
quality JPG quality to encode with. The range is 1 through 100. 1 is the lowest quality. The default is 75.

Description

Encodes this array into JPG format.

This function returns a byte array which is the JPG file data. You can store the encoded data as a file or send it over the network without further processing.

The encoded JPG data will have no alpha channel, and for single-channel red textures ( R8, R16, RFloat and RHalf ) the encoded JPG data will be in 8-bit grayscale.

This method is thread safe.

// Saves screenshot as JPG file.
using System.Collections;
using System.IO;
using UnityEngine;

public class JPGScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenJPG(); }

IEnumerator SaveScreenJPG() { // Read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();

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

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

// Encode the bytes in JPG format byte[] bytes = ImageConversion.EncodeArrayToJPG(tex.GetRawTextureData(), tex.graphicsFormat, (uint)width, (uint)height); Object.Destroy(tex);

// Write the returned byte array to a file in the project folder File.WriteAllBytes(Application.dataPath + "/../SavedScreen.jpg", bytes); } }