control the update or coroutine

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class capture : MonoBehaviour {

float delay = 1.3f;
int count = 0 ;


void ScreenCapture (int width, int height , string path){
	
	byte[] imgBytes = null;
	Texture2D texture = new Texture2D(Screen.width , Screen.height , TextureFormat.RGB24 , false);
	texture.ReadPixels(new Rect(0,0,Screen.width, Screen.height), 0 ,0, false);
	texture.Apply ();

	imgBytes = texture.EncodeToJPG();
	
	System.IO.File.WriteAllBytes(path + ".jpg" , imgBytes);
	
	Debug.Log( path + " has been saved");
}

void Update(){
	StartCoroutine("Rendering");
	
}

IEnumerator Rendering () {
	
	yield return new WaitForEndOfFrame();
	string path = @"/home/haeyun/Desktop/screen/test"+ count;
	ScreenCapture(Screen.width, Screen.height, path);
	count ++;
	yield return new WaitForSeconds(delay); // 이게 왜 처음에만 적용이 될까??????? 허어어어어어ㅓ,,,,
}

}

Is there a way to control my real-time capture to make it a little slower?
now the files are saved in real time, but too many are saved. How can I adjust it if I want to take about 3 pictures per second?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class capture : MonoBehaviour {

float delay = 0.3f;
float nextTime = 0;
int count = 0 ;


void ScreenCapture (int width, int height , string path){
	
	byte[] imgBytes = null;
	Texture2D texture = new Texture2D(Screen.width , Screen.height , TextureFormat.RGB24 , false);
	texture.ReadPixels(new Rect(0,0,Screen.width, Screen.height), 0 ,0, false);
	texture.Apply ();

	imgBytes = texture.EncodeToJPG();
	
	System.IO.File.WriteAllBytes(path + ".jpg" , imgBytes);
	
	Debug.Log( path + " has been saved");
}

void Update(){
	StartCoroutine("Rendering");
}

IEnumerator Rendering () {
	if(Time.time >= nextTime){
	yield return new WaitForEndOfFrame();
	string path = @"/home/haeyun/Desktop/screen/test"+ count;
	ScreenCapture(Screen.width, Screen.height, path);
	count ++;
	nextTime += delay ;
	}
	
}

}

i solve that!! :smiley:
The update frequceny is irrelevant and has been solved by adjusting the time in the coroutine function