array | The byte array to convert. |
format | The pixel format of the image data. |
width | The width of the image data in pixels. |
height | The height of the image data in pixels. |
rowBytes | The length of a single row in bytes. The default is 0, which means Unity calculates the length automatically. |
quality | JPG quality to encode with. The range is 1 through 100. 1 is the lowest quality. The default is 75. |
Encodes this array into JPG format.
This function returns a byte array which is the JPG file data. You can store the encoded data as a file or send it over the network without further processing.
The encoded JPG data will have no alpha channel, and for single-channel red textures ( R8
, R16
, RFloat
and RHalf
) the encoded JPG data will be in 8-bit grayscale.
This method is thread safe.
// Saves screenshot as JPG file. using System.Collections; using System.IO; using UnityEngine;
public class JPGScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenJPG(); }
IEnumerator SaveScreenJPG() { // Read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();
// Create a texture in RGB24 format the size of the screen int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);
// Read the screen contents into the texture tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply();
// Encode the bytes in JPG format byte[] bytes = ImageConversion.EncodeArrayToJPG(tex.GetRawTextureData(), tex.graphicsFormat, (uint)width, (uint)height); Object.Destroy(tex);
// Write the returned byte array to a file in the project folder File.WriteAllBytes(Application.dataPath + "/../SavedScreen.jpg", bytes); } }