版本: Unity 6 (6000.0)
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WaitForEndOfFrame

UnityEngine 中的类

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继承自:YieldInstruction

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实现于:UnityEngine.CoreModule

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描述

等待 Unity 渲染完所有摄像机和 GUI 后的帧结束,然后在屏幕上显示该帧之前。

您可以使用它将显示内容读取到纹理中,将其编码为图像文件(请参阅 Texture2D.ReadPixelsTexture2D.Texture2D),并将其存储在设备上。

从游戏视图切换到场景视图会导致 WaitForEndOfFrame 冻结。只有当应用程序切换回游戏视图时,它才会继续。这只有在应用程序在 Unity 编辑器中工作时才会发生。

注意:此协程在批处理模式下的编辑器中不会被调用。有关更多详细信息,请参阅手册中的 命令行参数 页面。

using System.IO;
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;

public class ExampleClass : MonoBehaviour { // Take a shot immediately IEnumerator Start() { UploadPNG(); yield return null; }

IEnumerator UploadPNG() { // We should only read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();

// Create a texture the size of the screen, RGB24 format int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);

// Read screen contents into the texture tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply();

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

// For testing purposes, also write to a file in the project folder // File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);

// Create a Web Form WWWForm form = new WWWForm(); form.AddField("frameCount", Time.frameCount.ToString()); form.AddBinaryData("fileUpload", bytes);

// Upload to a cgi script var w = UnityWebRequest.Post("http://localhost/cgi-bin/env.cgi?post", form); yield return w.SendWebRequest(); if (w.result != UnityWebRequest.Result.Success) print(w.error); else print("Finished Uploading Screenshot"); yield return null; } }
using UnityEngine;
using System.Collections;

public class ExampleScript : MonoBehaviour { // A script that shows destination alpha channel in the game view.

Material mat;

void CreateMaterial() { // Unity has a built-in shader that is useful for drawing // simple colored things. In this case, we just want to use // a blend mode that inverts destination colors. var shader = Shader.Find("Hidden/Internal-Colored"); mat = new Material(shader); mat.hideFlags = HideFlags.HideAndDontSave; // Set blend mode to show destination alpha channel. mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstAlpha); mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); // Turn off backface culling, depth writes, depth test. mat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); mat.SetInt("_ZWrite", 0); mat.SetInt("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always); }

public IEnumerator Start() { CreateMaterial(); while (true) { // Wait until all rendering + UI is done. yield return new WaitForEndOfFrame(); // Draw a quad that shows alpha channel. GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(0); GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); GL.Vertex3(1, 0, 0); GL.Vertex3(1, 1, 0); GL.Vertex3(0, 1, 0); GL.End(); GL.PopMatrix(); } yield return null; } }

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