Version: 5.5

WaitForEndOfFrame

class in 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.

using UnityEngine;
using System.Collections;

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

Другой пример:

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"); } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { // A script that shows destination alpha channel in the game view.

Material mat;

void CreateMaterial() { // Unity has a built-in shader that is useful for drawing // simple colored things. In this case, we just want to use // a blend mode that inverts destination colors. var shader = Shader.Find("Hidden/Internal-Colored"); mat = new Material(shader); mat.hideFlags = HideFlags.HideAndDontSave; // Set blend mode to show destination alpha channel. mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstAlpha); mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); // Turn off backface culling, depth writes, depth test. mat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); mat.SetInt("_ZWrite", 0); mat.SetInt("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always); }

public IEnumerator Start() { CreateMaterial(); while (true) { // Wait until all rendering + UI is done. yield return new WaitForEndOfFrame(); // Draw a quad that shows alpha channel. GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(0); GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); GL.Vertex3(1, 0, 0); GL.Vertex3(1, 1, 0); GL.Vertex3(0, 1, 0); GL.End(); GL.PopMatrix(); } } }

Inherited members