私は自分のアプリでそのコードを実装しているので、ユーザはスクリーンショットを撮って保存/共有できます。カメラボタンを押すとscreeshot機能はうまく機能しますが、ゲームボードで撮影したスクリーンショットが表示されません。UnityのUIにスクリーンショットの画像が表示されない
using UnityEngine;
using System.Collections;
using System.IO;
using UnityEngine.UI;
public class SnapshotShare : MonoBehaviour
{
private AndroidUltimatePluginController androidUltimatePluginController;
Camera mainCamera;
RenderTexture renderTex;
Texture2D screenshot;
Texture2D LoadScreenshot;
int width = Screen.width; // for Taking Picture
int height = Screen.height; // for Taking Picture
string fileName;
string screenShotName = "PictureShare.png";
void Start()
{
androidUltimatePluginController = AndroidUltimatePluginController.GetInstance();
}
public void Snapshot()
{
StartCoroutine (CaptureScreen());
}
public IEnumerator CaptureScreen()
{
yield return null; // Wait till the last possible moment before screen rendering to hide the UI
GameObject.Find ("Canvas").GetComponent<Canvas>().enabled = false;
yield return new WaitForEndOfFrame(); // Wait for screen rendering to complete
if (Screen.orientation == ScreenOrientation.Portrait || Screen.orientation == ScreenOrientation.PortraitUpsideDown) {
mainCamera = Camera.main.GetComponent<Camera>(); // for Taking Picture
renderTex = new RenderTexture (width, height, 24);
mainCamera.targetTexture = renderTex;
RenderTexture.active = renderTex;
mainCamera.Render();
screenshot = new Texture2D (width, height, TextureFormat.RGB24, false);
screenshot.ReadPixels (new Rect (0, 0, width, height), 0, 0);
screenshot.Apply(); //false
RenderTexture.active = null;
mainCamera.targetTexture = null;
}
if (Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.LandscapeRight) {
mainCamera = Camera.main.GetComponent<Camera>(); // for Taking Picture
renderTex = new RenderTexture (height, width, 24);
mainCamera.targetTexture = renderTex;
RenderTexture.active = renderTex;
mainCamera.Render();
screenshot = new Texture2D (height, width, TextureFormat.RGB24, false);
screenshot.ReadPixels (new Rect (0, 0, height, width), 0, 0);
screenshot.Apply(); //false
RenderTexture.active = null;
mainCamera.targetTexture = null;
}
// on Win7 - C:/Users/Username/AppData/LocalLow/CompanyName/GameName
// on Android - /Data/Data/com.companyname.gamename/Files
File.WriteAllBytes (Application.persistentDataPath + "/" + screenShotName, screenshot.EncodeToPNG());
// on Win7 - it's in project files (Asset folder)
//File.WriteAllBytes (Application.dataPath + "/" + screenShotName, screenshot.EncodeToPNG());
//File.WriteAllBytes ("picture1.png", screenshot.EncodeToPNG());
//File.WriteAllBytes (Application.dataPath + "/../../picture3.png", screenshot.EncodeToPNG());
//Application.CaptureScreenshot ("picture2.png");
GameObject.Find ("Canvas").GetComponent<Canvas>().enabled = true; // Show UI after we're done
LoadImage();
}
public void ShareImage()
{
string path = Application.persistentDataPath + "/" + screenShotName;
androidUltimatePluginController.ShareImage("subject","Teste de compartilhamento",path);
}
public void LoadImage()
{
string path = Application.persistentDataPath + "/" + screenShotName;
byte[] bytes;
bytes = System.IO.File.ReadAllBytes(path);
LoadScreenshot = new Texture2D(90,90);
LoadScreenshot.LoadImage(bytes);
GameObject.Find("Picture").GetComponent<Renderer>().material.mainTexture = LoadScreenshot;
Debug.Log("LOAD IMAGE");
}
public void close()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
ソリューションギュンター・フォックスが言ったように:
public void LoadImage()
{
string path = Application.persistentDataPath + "/" + screenShotName;
byte[] bytes;
bytes = System.IO.File.ReadAllBytes(path);
LoadScreenshot = new Texture2D(4, 4);
LoadScreenshot.LoadImage(bytes);
Sprite sprite = Sprite.Create(screenshot, new Rect(0, 0, width, height), new Vector2(0.5f, 0.0f), 1.0f);
GameObject.Find("Picture").GetComponent<SpriteRenderer>().sprite = sprite;
Debug.Log("LOAD IMAGE");
}
質問のいくつか:エラーが発生しますか?赤い疑問符はテクスチャなのか何もないのですか?印刷するためにLOAD IMAGEを取得しますか?シーンにPictureという名前の別のオブジェクトがありますか? – Everts
こんにちは@Everts、私はエラーを取得し、私はロードイメージの印刷を見ることができますし、私のシーンで別の画像オブジェクトを持っていない – AND4011002849