在UntyWebGl中保存帧

问题描述 投票:2回答:1

我正在尝试将Unity项目的帧保存为自动生成预览Gif。我在我的脚本中调用这个方法如下:

Application.CaptureScreenshot("Screenshot" + Time.frameCount + ".png");

如果我在Unity中这样做,它可以正常工作。但是,当我将我的项目构建为WebGL时,它不再这样做了。为什么?或者有没有人知道保存帧的不同方式?

c# unity3d unity-webgl
1个回答
1
投票

还有其他方法可以截取屏幕截图。没有在WebGL上测试,但你应该尝试一下。

void CaptureScreenshot()
{
    StartCoroutine(CaptureScreenshotCRT());
}

IEnumerator CaptureScreenshotCRT()
{
    yield return new WaitForEndOfFrame();
    string path = Application.persistentDataPath + "/Screenshot" + Time.frameCount + ".png";
    Texture2D screenImage = new Texture2D(Screen.width, Screen.height);
    //Get Image from screen
    screenImage.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
    screenImage.Apply();
    //Convert to png
    byte[] imageBytes = screenImage.EncodeToPNG();

    //Save image to file
    System.IO.File.WriteAllBytes(path, imageBytes);
}

1
投票

使用ScreenCapture.CaptureScreenshotAsTexture函数:

void CamptureScreenShot(){
    yield return new WaitForEndOfFrame();
    Texture2D texture = ScreenCapture.CaptureScreenshotAsTexture(1);
    byte[] bytes = texture.EncodeToPNG();
}

然后您可以对图像执行某些操作:例如将其保存到服务器

void SaveFunction(byte[]  bytes){
    string imageName = username + "_" + date + ".png";
    WWWForm form = new WWWForm();
    form.AddField("frameCount", Time.frameCount.ToString());
    form.AddBinaryData("file", bytes, imageName, "image/png");

    using (UnityWebRequest request = UnityWebRequest.Post("my url service", form))
    {

        yield return request.SendWebRequest();
        if (request.isNetworkError || request.isHttpError)
        {
            Debug.Log(request.error);
        }
        else
        {
            Debug.Log("Saved");
        }
    }
}
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