I am not sure if I understood well your question. With my asset you can export screenshots to a custom folder (within the app private folder) and add the screenshots to the camera roll, but my plugin does not handle the creation of custom albums in the camera roll.
There is a bug in the version1.5.0 on Android and Unity 2017.3 that may crash your app when saving screenshots.
I already made a fix, please contact me if you encounter that issue so I can send it to you.
The fix will be published on the asset store next week.
Ultimate Screenshot Creator 1.5.2 has been released on the asset store
Version 1.5.2
• (Fix) Android crash with Unity 2017.3.
1.5.1 - 30/03/2018
• (Fix) Android crash with Unity 2017.3.
• (Fix) Removed automatic cameras when custom list is empty.
1.5.0 - 21/02/2018
• Support of Unity 2018.1.
• New feature: Screenshot Window to easily take screenshots in the editor without a manager.
• It is possible to use prefabs as screenshot overlay canvas.
• You can now specify a waiting time in seconds between each screen resize in GameViewResizing mode.
• Several API changes, see the Documentation for more infos.
Hi I need to create an AR+selfie app, so user can take a screenshot from app and save it to their android device. And before that, user may see the preview their photo first. Can I do this with your asset? Do you have an APK demo?
Even if I did not tested AR myself there are several users that successfully used the asset for AR (see the review on the asset store). I added the feature to preview the screenshot before saving a few time ago, and you can customize the preview canvas too. There is an example scene with a preview button example in the package.
I do not have an APK demo, but I will be there if you have any issue with the asset.
Hi, trying out the plugin, it seems really great, but when i try to run it on android I get the error:
Can not create directory, filename is not a valid path : Snapshot2018-05-12-220824
I’m trying to take the snapshot like this:
screenShotTaker.CaptureScreen(“Snapshot” + System.DateTime.Now.ToString(“yyyy-MM-dd-HHmms”),
TextureExporter.ImageFormat.PNG,
100,
false,
true,
ScreenshotTaker.ColorFormat.RGB,
false);
Am i doing something wrong?
Hello, and thanks for purchasing Ultimate Screenshot Creator
If you decide to use the screenshot taker without the screenshot manager, you need to provide a full and valid file path. You can use the ScreenshotNameParser.ParsePath() or ScreenshotNameParser.ParseFileName() to get one. Your call should be something like this: screenShotTaker.CaptureScreen(ScreenshotNameParser.ParsePath(DestinationFolder.PICTURES_FOLDER, "Screenshots") + "Snapshot" + System.DateTime.Now.ToString("yyyy-MM-dd-HHmms") + ".png", ...)
Best regards.
Hello. I purchased your plugin and am impressed! I successfully managed to use the custom cameras to extract a layer with 3d characters with transparency, but wanted to know if its possible to add more than one custom camera, but instead of compositing them have each be a separate png, so that I later composite them into a psd file in photoshop. The idea would be to be able to get for example three cameras as follows:
Background
3D
UI
Right now, I think I can do each separately, but not in a single capture. Maybe adding a camera mode or some additional setting to the CUSTOM_CAMERAS mode would be nice.
Thanks for your feedback
The feature to export in separate layers is in my todo list but I did not have the time to do it yet. I raised its priority since somebody is asking for it. I may give it a try in a few days
I may suggest that workarounds for now:
if you are using a ScreenshotManager to capture your game (and not the Screenshot Window) you could add to the gameobject two others ScreenshotManager components, with the same configuration and a custom name, an set one custom camera for each of them. Then use the capture hotkey and the three screenshots should be taken one by one, one for each layer. (I can not try it myself right now but it should work, tell me if it does not).
Thanks for your reply. I’m using the Screenshot Window for now, but appreciate your effort to do it earlier than later. I believe this will be very valuable to developers, giving them flexibility to post produce marketing screenshots. A nice addition could be a sufficient in the png so that they ca n be easily merged in a photo editing software.
It sounds great. My only observation is perhaps geared towards the naming of screenshots. Ideally, you should add an option to add a layer index and also some sort of increment so that if you grab a few images in a single session they are automatically named, for example:
I need to take a screen shot of the Game window of a intricate scene I created, but it has to be massive, something like 4000 x 6000 pixels, (normally it’s just 1080 x 1920 pixels at least, to be printed as a poster. Before I buy, can your program do this? Thanks.
In editor mode, I am able to capture 9000x5000 screenshots using the gameview_resizing mode. I think it is possible to go a little higher but after that my computer really starts to suffer. It mainly depends of your graphic card and what is its maximum framebuffer size, and how much RAM you have.
Ultimate Screenshot Creator 1.5.3 has been released on the asset store
Version 1.5.3:
New feature: It is now possible to partially exclude the asset from iOS and Android builds to remove the need for any permission. See the documentation for mode details.
Improved documentation for iOS and Android configuration.
Added several sections in FAQ.
(Fix) Image format setting is now visible in FIXED_GAMEVIEW mode.