filename | スクリーンショットのファイルを保存するパス名 |
superSize | 解像度を上げるための設定 |
PNG ファイルとして filename
のパスでスクリーンショットを撮ります。
If the image file exists already, it will be overwritten. The location
where the image is written to can include a directory/folder list. For example on
macOS the PNG file could be written to /tmp/ScreenGrab.png
. With no directory/folder
list the image will be written into the Project folder. CaptureScreenshot() can also be
used from the Editor, for example in a custom EditorWindow
. By default the
screen grabbed image will also be written into the Project folder. Also, the Game view
must be selected in order for the Editor screen capture to work.
When superSize
parameter is larger than 1, a larger resolution screenshot will be
produced. For example, passing 4 will make the screenshot be 4x4 larger than it would normally
be. This is useful to produce screenshots for printing.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void OnMouseDown() { Application.CaptureScreenshot("Screenshot.png"); } }
On mobile platforms the filename is appended to the persistent data path. See Application.persistentDataPath for more information. On Android this function returns immediately. The resulting screenshot is available later.
Note: Screenshots can be made from the Editor as described above. In this
case only the Game view can be captured. If the Scene view is selected any
screenshot will not be written. Switching to the Game view will cause the
most recent captured image to be written. See EditorWindow for how an editor-based
capture window can be created. If the Game view is current and the Editor button
is clicked multiple times the first generated screenshot will be written.
Application.CaptureScreenshot
is a Game specific function.