Render image from a GameObject during Runtime

General Tech Bugs & Fixes 2 years ago

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Posted on 16 Aug 2022, this text provides information on Bugs & Fixes related to General Tech. Please note that while accuracy is prioritized, the data presented might not be entirely correct or up-to-date. This information is offered for general knowledge and informational purposes only, and should not be considered as a substitute for professional advice.

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manpreet Tuteehub forum best answer Best Answer 2 years ago

 

I'm trying to save a GameObject(MainCamera) as an image. This is my code.

Camera camOV = mainCamera.GetComponent<Camera>();  
RenderTexture currentRT = RenderTexture.active;    
RenderTexture.active = camOV.targetTexture;
camOV.Render();
Texture2D imageOverview = new Texture2D(camOV.targetTexture.width, camOV.targetTexture.height, TextureFormat.RGB24, false);
imageOverview.ReadPixels(new UnityEngine.Rect(0, 0, camOV.targetTexture.width, camOV.targetTexture.height), 0, 0);
imageOverview.Apply();
RenderTexture.active = currentRT;    

// Encode texture into PNG
byte[] bytes = imageOverview.EncodeToPNG();

string name = string.Format("{0}_Capture{1}_{2}.png", Application.productName, "{0}",System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss"));
Debug.Log("Permission result: " +
NativeGallery.SaveImageToGallery(imageOverview, Application.productName + " Captures", name));

The issue is that the image is not being generated at all with the above code. I'm I missing something? Previously, I have tried to take a screenshot with Texture2D and Screen. It works, however, the image that was being been greater than the actual size it has to be. How I may be able to sort it out?

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