I have an application that runs a webplayer build of unity locally and it needs to save a screenshot.
I know Application.ScreenShot doesn’t work.
I tried to do a Application.ExternalCall('writeImage", imageByteArray); in order to send a byte array to javascript and have it write it via that, but I guess you cannot send more than 16k via ExternalCall, so the ExternalCall just gets dropped and that doesn’t work.
Is there any other way?
Also I need to be able to load an image from the local hard drive. How would I do that?
Again, this web player build is stored and run locally itself, its not being run from a webserver. Is there anyway for a web build to access the local file system if the web build is itself residing locally?