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Question by harveyhb · Feb 20, 2014 at 12:59 AM · camerascreenshotsystem.io

Problems using system.IO to create screenshots of camera

Hello

I'm using the following script. The same as described in This thread. I keep getting this error.

"DirectoryNotFoundException: Could not find a part of the path "/Users/Admin/Documents/Unity /Projects/VJ/Assets/screenshots/screen_4096x2232_71.png". System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.IO/FileStream.cs:292) System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize) (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor"

and here's the script.

 using UnityEngine;
 using System.Collections;
 using System.IO;
 
 
 public class HiResScreenShots : MonoBehaviour {
     
 
     public int resWidth = 4096; 
     public int resHeight = 2232;
     
     private bool takeHiResShot = false;
     
     public static string ScreenShotName(int width, int height) {
         return string.Format("{0}/screenshots/screen_{1}x{2}_{3}.png", Application.dataPath, width, height, Time.frameCount);
     }
     
     public void TakeHiResShot() {
         takeHiResShot = true;
     }
     
     void LateUpdate() {
         takeHiResShot |= Input.GetKeyDown("k");
         if (takeHiResShot) {
             RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
             camera.targetTexture = rt;
             Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false);
             camera.Render();
             RenderTexture.active = rt;
             screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
             camera.targetTexture = null;
             RenderTexture.active = null;
             Destroy(rt);
             byte[] bytes = screenShot.EncodeToPNG();
             string filename = ScreenShotName(resWidth, resHeight);
             System.IO.File.WriteAllBytes(filename, bytes);
             Debug.Log(string.Format("Took screenshot to: {0}", filename));
             takeHiResShot = false;
         }
     }
 }


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avatar image IgnacioGV · Nov 11, 2014 at 03:01 AM 0
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Hello,You could solve the problem? because I have the same problem when I try to save a picture in a folder. What is de path from to save in a folder inside the project.

P.D: sorry for my bad english

avatar image robertbu · Nov 11, 2014 at 03:05 AM 0
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@IgnacioGV - The folder structure you see in the Editor does not exist at runtime. StreamingAssets is the only folder that is carried into the install. Depending on what you are trying to do, you might also take a look at Application.persistentDataPath. If/where you can write will depend on the platform.

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