WaitForEndOfFrame
Namespace: UnityEngine
/
Inherits from: YieldInstruction
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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.
// Saves screenshot as PNG file.
import System.IO;// Take a shot immediately
function Start() {
UploadPNG();
}function UploadPNG() {
// We should only read the screen buffer after rendering is complete
yield WaitForEndOfFrame(); // Create a texture the size of the screen, RGB24 format
var width = Screen.width;
var height = Screen.height;
var tex = new Texture2D( width, height, TextureFormat.RGB24, false );
// Read screen contents into the texture
tex.ReadPixels( Rect(0, 0, width, height), 0, 0 );
tex.Apply(); // Encode texture into PNG
var 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
var form = new WWWForm();
form.AddField("frameCount", Time.frameCount.ToString());
form.AddBinaryData("fileUpload",bytes); // Upload to a cgi script
var w = WWW("http://localhost/cgi-bin/env.cgi?post", form);
yield w;
if (w.error != null)
print(w.error);
else
print("Finished Uploading Screenshot");
}
using System.IO;
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
void Start() {
UploadPNG();
}
IEnumerator UploadPNG() {
yield return new WaitForEndOfFrame();
int width = Screen.width;
int height = Screen.height;
Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);
tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
tex.Apply();
byte[] bytes = tex.EncodeToPNG();
Destroy(tex);
WWWForm form = new WWWForm();
form.AddField("frameCount", Time.frameCount.ToString());
form.AddBinaryData("fileUpload", bytes);
WWW w = new WWW("http://localhost/cgi-bin/env.cgi?post", form);
yield return w;
if (w.error != null)
print(w.error);
else
print("Finished Uploading Screenshot");
}
}
import System.IO
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
def Start() as void:
UploadPNG()
def UploadPNG() as IEnumerator:
yield WaitForEndOfFrame()
width as int = Screen.width
height as int = Screen.height
tex as Texture2D = Texture2D(width, height, TextureFormat.RGB24, false)
tex.ReadPixels(Rect(0, 0, width, height), 0, 0)
tex.Apply()
bytes as (byte) = tex.EncodeToPNG()
Destroy(tex)
form as WWWForm = WWWForm()
form.AddField('frameCount', Time.frameCount.ToString())
form.AddBinaryData('fileUpload', bytes)
w as WWW = WWW('http://localhost/cgi-bin/env.cgi?post', form)
yield w
if w.error != null:
print(w.error)
else:
print('Finished Uploading Screenshot')
// Shows alpha channel contents in the game view.private var mat : Material;// After the frame is completely rendered, we'll
// draw a full screen quad that extracts the alpha channel.
function Start() {
while (true) {
yield WaitForEndOfFrame(); if( !mat ) {
mat = new Material( "Shader \"Hidden/Alpha\" {" +
"SubShader {" +
" Pass {" +
" ZTest Always Cull Off ZWrite Off" +
" Blend DstAlpha Zero" +
" Color (1,1,1,1)" +
" }" +
"}" +
"}"
);
}
GL.PushMatrix ();
GL.LoadOrtho ();
for (var i = 0; i < mat.passCount; ++i) {
mat.SetPass (i);
GL.Begin( GL.QUADS );
GL.Vertex3( 0, 0, 0.1 );
GL.Vertex3( 1, 0, 0.1 );
GL.Vertex3( 1, 1, 0.1 );
GL.Vertex3( 0, 1, 0.1 );
GL.End();
}
GL.PopMatrix ();
}
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
private Material mat;
IEnumerator Start() {
while (true) {
yield return new WaitForEndOfFrame();
if (!mat)
mat = new Material("Shader \"Hidden/Alpha\" {" + "SubShader {" + " Pass {" + " ZTest Always Cull Off ZWrite Off" + " Blend DstAlpha Zero" + " Color (1,1,1,1)" + " }" + "}" + "}");
GL.PushMatrix();
GL.LoadOrtho();
int i = 0;
while (i < mat.passCount) {
mat.SetPass(i);
GL.Begin(GL.QUADS);
GL.Vertex3(0, 0, 0.1F);
GL.Vertex3(1, 0, 0.1F);
GL.Vertex3(1, 1, 0.1F);
GL.Vertex3(0, 1, 0.1F);
GL.End();
++i;
}
GL.PopMatrix();
}
}
}
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
private mat as Material
def Start() as IEnumerator:
while true:
yield WaitForEndOfFrame()
if not mat:
mat = Material((((((((('Shader "Hidden/Alpha" {' + 'SubShader {') + ' Pass {') + ' ZTest Always Cull Off ZWrite Off') + ' Blend DstAlpha Zero') + ' Color (1,1,1,1)') + ' }') + '}') + '}'))
GL.PushMatrix()
GL.LoadOrtho()
i as int = 0
while i < mat.passCount:
mat.SetPass(i)
GL.Begin(GL.QUADS)
GL.Vertex3(0, 0, 0.1F)
GL.Vertex3(1, 0, 0.1F)
GL.Vertex3(1, 1, 0.1F)
GL.Vertex3(0, 1, 0.1F)
GL.End()
++i
GL.PopMatrix()
Inherited members