Saving Screenshot To Android Gallary Via Game
It takes the screenshot but doesn't show in gallery . the screenshot is saved to android/data/com.company.name/file.name but I want to save it directly to the gallery with filename
Solution 1:
Look for the answer provided here (the second one). It works perfectly.
Here's the final code:
protectedconststring MEDIA_STORE_IMAGE_MEDIA = "android.provider.MediaStore$Images$Media";
protectedstatic AndroidJavaObject m_Activity;
protectedstaticstringSaveImageToGallery(Texture2D a_Texture, string a_Title, string a_Description)
{
using (AndroidJavaClass mediaClass = new AndroidJavaClass(MEDIA_STORE_IMAGE_MEDIA))
{
using (AndroidJavaObject contentResolver = Activity.Call<AndroidJavaObject>("getContentResolver"))
{
AndroidJavaObject image = Texture2DToAndroidBitmap(a_Texture);
return mediaClass.CallStatic<string>("insertImage", contentResolver, image, a_Title, a_Description);
}
}
}
protectedstatic AndroidJavaObject Texture2DToAndroidBitmap(Texture2D a_Texture)
{
byte[] encodedTexture = a_Texture.EncodeToPNG();
using (AndroidJavaClass bitmapFactory = new AndroidJavaClass("android.graphics.BitmapFactory"))
{
return bitmapFactory.CallStatic<AndroidJavaObject>("decodeByteArray", encodedTexture, 0, encodedTexture.Length);
}
}
protectedstatic AndroidJavaObject Activity
{
get
{
if (m_Activity == null)
{
AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
m_Activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
}
return m_Activity;
}
}
And you simply call:
stringpath = SaveImageToGallery(picture, "Test Picture", "This is a description.");
EDIT: Since you seem really new to Unity I'd suggest learning it first. Anyway here's how you can call the code provided above:
publicvoidCaptureScreenshot()
{
StartCoroutine(CaptureScreenshotCoroutine(Screen.width, Screen.height));
}
private IEnumerator CaptureScreenshotCoroutine(int width, int height)
{
yieldreturnnewWaitForEndOfFrame();
Texture2D tex = new Texture2D(width, height);
tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
tex.Apply();
yieldreturn tex;
string path = SaveImageToGallery(tex, "Name", "Description");
Debug.Log("Picture has been saved at:\n" + path);
}
Simply add those two methods to your code and call the CaptureScreenshot()
either from another script, a Unity Button, or anything else...
Hope this helps,
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