WaitForEndOfFrame Manual     Reference     Scripting  
Scripting > Runtime Classes > WaitForEndOfFrame
WaitForEndOfFrame Class, inherits from YieldInstruction

Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on sceen.

You can use it to read the display into a texture, encode it as an image file (see Texture2D.ReadPixels and Texture2D.EncodeToPNG) and send it somewhere.

yield new WaitForEndOfFrame ();

// Saves screenshot as PNG file.
import System.IO;

// Take a shot immediately
function Start() {
UploadPNG( );
}

function UploadPNG( )
{
// We should only read the screen bufferafter rendering is complete
yield WaitForEndOfFrame();

// Create a texture the size of the screen, RGB24 format
var width = Screen.width;
var height = Screen.height;
var tex = new Texture2D( width, height, TextureFormat.RGB24, false );
// Read screen contents into the texture
tex.ReadPixels( Rect(0, 0, width, height), 0, 0 );
tex.Apply();

// Encode texture into PNG
var bytes = tex.EncodeToPNG();
Destroy( tex );

// For testing purposes, also write to a file in the project folder
// File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);


// Create a Web Form
var form = new WWWForm();
form.AddField("frameCount", Time.frameCount.ToString());
form.AddBinaryData("fileUpload",bytes);

// Upload to a cgi script
var w = WWW("http://localhost/cgi-bin/env.cgi?post", form);
yield w;
if (w.error != null)
{
print(w.error);
}
else
{
print("Finished Uploading Screenshot");
}
}

// Shows alpha channel contents in the game view.
// Requires Unity Pro as this script uses GL class.
private var mat : Material;

// After the frame is completely rendered, we'll
// draw a full screen quad that extracts the alpha channel.
function Start()
{
while (true)
{
yield WaitForEndOfFrame();

if( !mat )
{
mat = new Material( "Shader \"Hidden/Alpha\" {" +
"SubShader {" +
" Pass {" +
" ZTest Always Cull Off ZWrite Off" +
" Blend DstAlpha Zero" +
" Color (1,1,1,1)" +
" }" +
"}" +
"}"
);
}
GL.PushMatrix ();
GL.LoadOrtho ();
for (var i = 0; i < mat.passCount; ++i)
{
mat.SetPass (i);
GL.Begin( GL.QUADS );
GL.Vertex3( 0, 0, 0.1 );
GL.Vertex3( 1, 0, 0.1 );
GL.Vertex3( 1, 1, 0.1 );
GL.Vertex3( 0, 1, 0.1 );
GL.End();
}
GL.PopMatrix ();
}
}