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Captures sequentially numbered screenshots when a function key is pressed. Existing screenshots are not overwritten.


Just attach this script to an empty game object.

C# - TakeScreenshot.cs

// TODO:
// By default, screenshot files are placed next to the executable bundle -- we don't want this in a
// shipping game, as it will fail if the user doesn't have write access to the Applications folder.
// Instead we should place the screenshots on the user's desktop. However, the ~/ notation doesn't
// work, and Unity doesn't have a mechanism to return special paths. Therefore, the correct way to
// solve this is probably with a plug-in to return OS specific special paths.
// Mono/.NET has functions to get special paths... see discussion page. --Aarku
using UnityEngine;
using System.Collections;
public class TakeScreenshot : MonoBehaviour
    private int screenshotCount = 0;
    // Check for screenshot key each frame
    void Update()
        // take screenshot on up->down transition of F9 key
        if (Input.GetKeyDown("f9"))
            string screenshotFilename;
                screenshotFilename = "screenshot" + screenshotCount + ".png";
            } while (System.IO.File.Exists(screenshotFilename));

C# - Screenshot.cs

// ******  Notice : It doesn't works in Wep Player environment.  ******
// ******    It works in PC environment.                         ******
// Default method have some problem, when you take a Screen shot for your game. 
// So add this script.
// CF Page : http://technology.blurst.com/unity-jpg-encoding-javascript/
// made by Jerry ( sdragoon@nate.com )
using UnityEngine;
using System.Collections;
using System.IO;
public class ScreenShot : MonoBehaviour
    private int count = 0;
    void Update()
        if (Input.GetKeyDown("k"))
    IEnumerator ScreenshotEncode()
        // wait for graphics to render
        yield return new WaitForEndOfFrame();
        // create a texture to pass to encoding
        Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
        // put buffer into texture
        texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
        // split the process up--ReadPixels() and the GetPixels() call inside of the encoder are both pretty heavy
        yield return 0;
        byte[] bytes = texture.EncodeToPNG();
        // save our test image (could also upload to WWW)
        File.WriteAllBytes(Application.dataPath + "/../testscreen-" + count + ".png", bytes);
        // Added by Karl. - Tell unity to delete the texture, by default it seems to keep hold of it and memory crashes will occur after too many screenshots.
        DestroyObject( texture );
        //Debug.Log( Application.dataPath + "/../testscreen-" + count + ".png" );
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