Closed Ahamid17 closed 6 years ago
Are you taking the screenshot in a coroutine with a yield return new WaitForEndOfFrame();
statement?
No I am not I am directly calling your function? do I have to do it in coroutine?
This is a Sample shot
If you are calling StartCoroutine( TakeSSAndShare() )
, then you should be good to go. Just make sure that there is a yield return new WaitForEndOfFrame();
call before the Texture2D.Apply function.
Inside the screenshot function, can you assign the texture to a RawImage just to see if the screenshot is captured correctly? Make sure to comment out Destroy( ss );
, if exists.
it still wont work any idea why?
Does the screenshot look fine when assigned to a RawImage? Or does it look purple tinted there, as well?
Same result on Raw Image :|
the screenshot is fine on Android and Unity Editor but not on iOS for some reason
Some post processing effect(s) might be affecting the screenshot, I'm unsure. But this issue is apparently not related to NativeShare; so I'd suggest you to post to Unity forums about this issue.
sharing works fine on ios but the screen that it takes has messed up colors the screenshot has like purplish tint?. Any Idea why?