言語: 日本語
  • C#
  • JS
  • Boo

スクリプト言語

お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。

WaitForEndOfFrame

Namespace: UnityEngine

/

Inherits from: YieldInstruction

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

Sumbission failed

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

Close

Cancel

Description

スクリーン上のレンダリングが完了するまで待ちます。

ディスプレイをテクスチャに読み込み、画像イメージ ファイルとしてエンコードして(Texture2D.ReadPixels および Texture2D.EncodeToPNG)、どこかに送信するために使用できます。

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

public class ExampleClass : MonoBehaviour {
    IEnumerator Example() {
        yield return new WaitForEndOfFrame();
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Example() as IEnumerator:
		yield WaitForEndOfFrame()

他の例:

// 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