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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.

yield new WaitForEndOfFrame ();
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { IEnumerator Example() { yield return new WaitForEndOfFrame(); } }

Another example:

// 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 { // Take a shot immediately IEnumerator Start() { UploadPNG(); } 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 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"); } }
// 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;

// After the frame is completely rendered, we'll // draw a full screen quad that extracts the alpha channel. 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(); } } }

Inherited members