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Question by ina · May 16, 2013 at 06:58 AM · androidiosmobiletexture2dencodetopng

EncodeToPng that works more smoothly on mobile

On iOS Android - Is it possible for a texture2D to be encoded to png that doesn't freeze the frame for a perceptible second or two?

Here's a snippet example of the freeze delay from a screenshot encoded to png

void screenshot(){ int width = Screen.width; int height = Screen.height; tex = new Texture2D( width, height, TextureFormat.RGB24, false );

         tex.ReadPixels(new Rect(0, 0, width, height), 0, 0 );
              tex.Apply();
     
     // t$$anonymous$$s produces a noticable pause on mobile
     byte[] bytes = tex.EncodeToPNG();
 }

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Answer by Dreamora · May 16, 2013 at 07:08 AM

That can not be avoided completely. ReadPixels locks the rendering and reads all pixels from the GPU to RAM w$$anonymous$$ch is a quite a visual $$anonymous$$ckup especially on iPad Retina.

The only part that can be made less impacting would be to replace the EndcodeToPNG with an own threaded implementation. That would likely shorten the length of the pause.

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avatar image ina · May 16, 2013 at 08:56 PM 0
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how do you place encodetopng on its own thread

avatar image Kronnect ina · Feb 22, 2017 at 11:52 AM 0
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EncodeToPNG() can only be called from the main thread. Try EncodeToJPEG() which seems faster.

avatar image Dreamora · May 17, 2013 at 07:36 AM 0
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You can not use EncodeToPNG for this as you have no control over Unity Engine functions. You will need to use a 3rd party image library for this or in this case: use what iOS offers you for example through a few native calls (work on any Unity iOS license as plugins are not a Pro thing on mobile)

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