| Parameter | Description |
|---|---|
| filename | The path to save the screenshot file to. |
| superSize | The factor to increase resolution with. |
Captures a screenshot and saves it as a .png file to a specified path.
Captures the current rendered screen output and saves it as an image file. This is a screenshot of the final frame presented to the user, not a capture from a specific Camera. If multiple cameras render to the screen, their combined result is captured. In split-screen or local multiplayer setups, the entire composed screen is saved.
If the screenshot exists already, ScreenCapture.CaptureScreenshot overwrites it with a new screenshot.
Add .png to the end of filename to save the screenshot as a .png file.
Mobile platforms (such as Android and iOS): filename is appended to the persistent data path. For more information, refer to Application.persistentDataPath.
Windows Editor, macOS Editor, and other non-mobile platforms: filename is interpreted relative to the project directory (the folder containing the Assets folder), not relative to Application.persistentDataPath. Therefore, a relative path such as SomeLevel.png is saved in the project folder, not in %userprofile%\AppData\LocalLow\... on Windows.
To save screenshots to the persistent data path (for example, %userprofile%\AppData\LocalLow\<companyname>\<productname> on Windows Editor), pass a full path: System.IO.Path.Combine(Application.persistentDataPath, "screenshot.png").
When the superSize parameter is more than 1, a larger resolution screenshot is
produced. For example, if you pass 4, you create a screenshot 4x4 larger than normal. This is useful to produce screenshots you want to print.
The ScreenCapture.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.
using UnityEngine;
// Generate a screenshot and save it to disk with the name SomeLevel.png.
public class ExampleScript : MonoBehaviour { void OnMouseDown() { ScreenCapture.CaptureScreenshot("SomeLevel.png"); } }
| Parameter | Description |
|---|---|
| filename | The path to save the screenshot file to. |
| stereoCaptureMode | The eye texture to capture when stereo rendering is enabled. |
Captures a screenshot and saves it as a .png file to a specified path.
Captures the current rendered screen output and saves it as an image file. This is a screenshot of the final frame presented to the user, not a capture from a specific Camera. If multiple cameras render to the screen, their combined result is captured. In split-screen or local multiplayer setups, the entire composed screen is saved.
If the screenshot exists already, ScreenCapture.CaptureScreenshot overwrites it with a new screenshot.
Add .png to the end of filename to save the screenshot as a .png file.
Mobile platforms (such as Android and iOS): filename is appended to the persistent data path. For more information, refer to Application.persistentDataPath.
Windows Editor, macOS Editor, and other non-mobile platforms: filename is interpreted relative to the project directory (the folder containing the Assets folder), not relative to Application.persistentDataPath. Therefore, a relative path such as SomeLevel.png is saved in the project folder, not in %userprofile%\AppData\LocalLow\... on Windows.
To save screenshots to the persistent data path (for example, %userprofile%\AppData\LocalLow\<companyname>\<productname> on Windows Editor), pass a full path: System.IO.Path.Combine(Application.persistentDataPath, "screenshot.png").
When the superSize parameter is more than 1, a larger resolution screenshot is
produced. For example, if you pass 4, you create a screenshot 4x4 larger than normal. This is useful to produce screenshots you want to print.
The ScreenCapture.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.
using UnityEngine;
// Generate a screenshot and save it to disk with the name SomeLevel.png.
public class ExampleScript : MonoBehaviour { void OnMouseDown() { ScreenCapture.CaptureScreenshot("SomeLevel.png"); } }