iOS - Retrieving png from Application.CaptureScreenshot (newbie)

Newbie iOS question.

Is it possible to retrieve and then use the png that’s created by calling Application.CaptureScreenshot in iOS?

I understand how to get the data path name to the png as a string, but have been struggling to find a way to use that string to retrieve the actual png data and then (hopefully) apply that data to a new texture2D. (Is this possible?)

I would post some of my code here but haven’t gotten close enough to warrant posting lousy code. I battled with this all weekend and finally figured somebody here might be able to point me in the right direction, or at least indicate if I’m attempting to do something that cannot be done.

(This forum has been a huge help in getting me through many other issues - thanks everybody).

Have you tried to load it with the WWW class? Also another method of capturing a screenshot is with Texture2D.ReadPixels ().

Thanks Daniel, I’ll take a look at the WWW class. Regarding ReadPixels - I think I read somewhere on this forum or Unity Answers that ReadPixels is not supported by iOS. The documentation doesn’t specify so I’m not 100% sure.

ReadPixels absolutely works on iOS (I’ve done it myself).

It used to not work with older versions of Unity iPhone 1.x, but thats no longer the case as far as I recall (not tested on first 2 gen devices though)