Search Unity

⭐ ULTIMATE SCREENSHOT CREATOR ⭐ - perfect for marketing and ingame screenshots

Discussion in 'Assets and Asset Store' started by WildMageGames, Mar 17, 2017.

  1. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283



    Ultimate Screenshot Creator 1.7
    for Unity 5.0 to 2022.1

    Asset store - Documentation - Support - MORE DETAILS

    ULTIMATE SCREENSHOT CREATOR is the most complete and customizable screenshot creator available on the asset store. The asset is powerful, flexible, easy to use, and works in Editor and on all platforms.

    For developers, it is the ideal tool to create professional marketing pictures, wallpapers and mobile store screenshots, using custom cameras, resolutions, backgrounds, watermarks, and more. Use the composition and batches process to generate hundred of multilingual promotional pictures in one click.

    For your users, it is the ideal tool to take in-game screenshots with a lot of custom settings, and to display and manage the screenshots from the game. Perfect for AR apps.

    There are several ways to use the asset, such as the Editor Window, the Screenshot Manager component, and even direct calls from scripts to capture Screenshots or Textures.


    MAIN IN-GAME FEATURES:

    (NEW) Take sreenshots in-game on all platforms.
    (NEW) Export your screenshots to the Android Gallery.
    (NEW) Export your screenshots to the iOS Camera Roll.
    (NEW) Customizable in-game gallery to manage screnshots.
    (NEW) Display a validation UI to the user to save the screenshot or discard it.
    (NEW) Display a screenshot thumbnail when taking screenshots.
    (NEW) Export the screenshots to platforms Picture Folder.
    (NEW) Capture off-screen scenes.

    MAIN MARKETING FEATURES:

    (NEW) Generate hundreds of multilingual promotional pictures with the customizable composer and batch process.
    • Capture multiple resolution screenshots in one click.
    (NEW) Create custom presets and collections that can be shared between projects.
    (NEW) A localization feature has been added to easily localize your screenshots, and can be used independently to localize your whole game.
    • Customizable set of cameras with custom rendering properties, such as culling mask, clear mode, clear color and field of view.
    • Customizable overlay system to automatically include your game logo, watermarks, and more.
    (NEW) Export to separated layers.
    (NEW) Create custom process to be used in automated screenshot generation.
    In-game preview with photography guides to better frame your screenshots.
    Burst mode not to miss the best moments, or to be used as input of a GIF creator software.
    Ultra HD screenshots, perfect to print large marketing signs.
    (NEW) Capture only a sub-part of the screen with the Capture Area Selection.
    Powerful naming system with symbols to customize the export folder and file names.
    • Easily export screenshots for all Stores (Amazon, Google Play, App Store, Windows Store, etc.)

    PROFESSIONAL QUALITY:

    • Clear and detailed documentation.
    Regular updates.
    New features added regularly.
    Reactive and efficient customer support.

    More Features:

    (NEW) Use the Screenshot Editor Window to easily take screenshots in editor.
    (NEW) Use the Simple Screenshot Taker to easily take screenshots from one line of code.
    • Export to PNG and JPG.
    • Robust transparent background solution.
    • Landscape and portrait mode.
    • Screenshot preview, with photography guides.
    • Customizable shot sound.
    • Customizable hotkeys.
    • Customizable export folder.
    • Align cameras to view utils.
    • Time management utils.
    • Automatically increment file names or override existing files.
    • Compatible with the new Post Process Stack.
    (NEW) Support multi-display settings.
    (NEW) Support of WebGL.
    • Use the delegates to call your code during the capture process.
    • It can capture perfectly all game UI, including Unity 4.6 and later UI system.

    You want more? With Multi Device Preview & Gallery, get an accurate preview of your game on any devices, with multiple resolutions, aspects, and physical sizes (ppi simulation) at a glance. It contains all the features of this asset, and much more.

    Limitations
    • Note that at runtime it is not possible to capture UI with a resolution different than the screen resolution. For more information look the Documentation section 3.1 : Capture Mode.
    Upcoming Features

    Please do not hesitate to contact me if you have a feature request.

    Videos


    Images

















     
    Last edited: May 23, 2022
    theANMATOR2b likes this.
  2. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ultimate Screenshot Creator 1.1 as been submitted to the asset store and is awaiting validation.
    It supports Unity from 4.6 to 5.6 beta.

    Version 1.1:
    • New capture mode: RENDER_TO_TEXTURE.
    • Possibility to capture screenshots in builds using RENDER_TO_TEXTURE.
    • Orientation is now an independent property.
    • Added the possibility to recompute the alpha layer in RGBA if destructed by camera effects.
    • Extracted code from ScreenshotManager.cs to ScreenshotTaker.cs for all capture related code, and to TextureExporter.cs for all export related code.
    • Programmer friendly API, can now call capture from code.
    • Tooltips added to the inspector.
     
    Last edited: Aug 17, 2017
  3. alexanderameye

    alexanderameye

    Joined:
    Nov 27, 2013
    Posts:
    1,383
    Can it display the gizmos in the screenshot? For example will the green box be included?



    The other screenshot assets I used just showed the orange model..

    The tool looks really good btw, the sounds when taking the shot scared me though ;)
     
    Last edited: Mar 28, 2017
  4. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283

    Hi,

    The asset captures exactly what you see on the Gameview. So, if your gizmos are visibles in the gameview (check the gizmos menu items in the gameview window) they should be captured. I just tested it with a monobehavior with a onDrawGizmos() method.

    However, if your green box is rendered with a specific rendering process it should also work but I can not be sure since I can not test it, but if it is not the case I will be here to help, or you can ask for a refund.

    Sorry for the shot sounds in the video, I will mute it.
     
    alexanderameye likes this.
  5. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ultimate Screenshot Creator 1.1 is now available on the asset store.

    I updated the upcoming feature list. If you have a feature request for the next updates, do not hesitate to contact me.
     
  6. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ultimate Screenshot Creator 1.1.1 as been submitted to the asset store and is awaiting validation.

    Version 1.1.1
    • Full support of Unity 5.6.
    • MultiSampling AntiAliasing support in RENDER_TO_TEXTURE mode.
     
    Last edited: Aug 17, 2017
  7. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ultimate Screenshot Creator 1.1.1 is on sale until April 30th: 30% OFF
     
  8. jkampitakis

    jkampitakis

    Joined:
    Dec 27, 2015
    Posts:
    56
    Hello, I have purchased your excellent plugin.
    The Editor colours are a bit "weird" and difficult to read.
    Please see attached screenshot.

    Kind regards.
     

    Attached Files:

  9. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Hi,

    Thank you for your purchase and nice comment.

    I forgot that the text is in white in Unity Pro, so it makes it less readable with the almost white background color of the box. Here is a quick fix: on the file "ScreenshotManagerInspector.cs", change the color alpha value to 0.1f in the InitBackgroundBoxStyle() method:
    Code (CSharp):
    1.                 104. Color col = Color.white;
    2.                 105. col.a = 0.1f;
    I can send you the corrected script if you want.

    I will publish an update on the store as soon as possible.
     
    Last edited: Apr 25, 2017
  10. TetiDev

    TetiDev

    Joined:
    Mar 30, 2017
    Posts:
    1
    Great!
    Thanks a lot!
     
  11. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    So I corrected the background color issue, and submitted Ultimate Screenshot Creator 1.1.2 to the asset store. The asset is awaiting validation, you can contact me if you want that I send it to you directly.

    Version 1.1.2
    • Fixed inspector background color in Unity Pro.
    • Improved example camera controller.
     
  12. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    The sale continues until May 31st: 25% OFF !
     
  13. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ultimate Screenshot Creator 1.2 has been released on the asset store, with a lot of new features!
    You can now take screenshots with UI from all platforms, and it also add your pictures to Android Gallery and iOS Camera Roll!

    Version 1.2:
    • Automatically add the screenshots to the Android Gallery.
    • Automatically add the screenshots to the iOS Camera Roll.
    • New capture mode: FIXED_GAMEVIEW, to capture the game screen on all platforms, including UI.
    • New export mode: PICTURE_FOLDER, to export in the plaform specific picture folder.
    • Multi-display support.
    • Added a message canvas do display a success or failure text in-game.
     
  14. magglemitch

    magglemitch

    Joined:
    Dec 8, 2013
    Posts:
    112
    Hey there - purchased the plugin and am having trouble with setting up saving the screenshots into the Android/iOS gallery. How exactly do I do this?
     
  15. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Thanks for purchasing Ultimate Screenshot Creator.
    I think you are the same person who contacted me by email, but I let here some instructions for other people:

    To create screenshots on Android/iOS:
    - put the screenshot manager on your scene
    - configure the capture settings. Check that the capture mode is "Fixed_gameview" or "Render_to_texture". On iOS and Android I recommend "Fixed_gameview" to capture exactly what is on screen, including UI.
    - configure the export directory. On iOS and Android I recommend "picture folder".
     
    Last edited: Aug 29, 2017
  16. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ultimate Screenshot Creator 1.2.2 has been released on the asset store.

    Version 1.2.2:
    • (Fix) Android picture export folder.
    • Added support for WebGL.
    • Better documentation for platform specific setup.
     
  17. Leiv

    Leiv

    Joined:
    Sep 19, 2012
    Posts:
    7
    hi,

    The 1.2.2 version export screenshot in iOS 11 not working. It can work in Mac Editor, but not in the iOS 11. Did I miss anything?

    - call the ScreenshotManager.Capture() function to capture the screenshot,
    - capture mode is "Fixed_gameview"
    - destination is "Picture_folder"
    -The log in the iOSUtils.m file is not showing, and I'm not sure if the _AddImageToGallery function is working.
     
  18. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Hi,

    Thanks for purchasing Ultimate Screenshot Creator :)

    - Did you move the Plugins folder at the root of your Assets folder?
    You should have the file like this: Assets/Plugins/iOS/iOSUtils.m

    - Can you tell me more? Is there an error message ? Is the image created in the directory ? Can you send me the log at support@wildmagegames.com ?
     
  19. Leiv

    Leiv

    Joined:
    Sep 19, 2012
    Posts:
    7
    Yes, I moved the plugins folder to the root asset folder

    the error message is
    Code (JavaScript):
    1. Creating directory /private/var/mobile/Containers/Data/Application/76ECE339-8524-4B55-96FD-D4E4A4B23104/Screenshots
    2. UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    3. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    4. UnityEngine.Logger:Log(LogType, Object)
    5. UnityEngine.Debug:Log(Object)
    6. AlmostEngine.Screenshot.TextureExporter:CreateExportDirectory(String)
    7. AlmostEngine.Screenshot.TextureExporter:ExportToFile(Texture2D, String, ImageFormat, Int32)
    8. AlmostEngine.Screenshot.<CaptureScreenshotsCoroutine>c__Iterator1:MoveNext()
    9. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
    10. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    11.  
    12. Failed to create directory : /private/var/mobile/Containers/Data/Application/76ECE339-8524-4B55-96FD-D4E4A4B23104/Screenshots
    13. UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    14. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    15. UnityEngine.Logger:Log(LogType, Object)
    16. UnityEngine.Debug:LogError(Object)
    17. AlmostEngine.Screenshot.TextureExporter:CreateExportDirectory(String)
    18. AlmostEngine.Screenshot.TextureExporter:ExportToFile(Texture2D, String, ImageFormat, Int32)
    19. AlmostEngine.Screenshot.<CaptureScreenshotsCoroutine>c__Iterator1:MoveNext()
    20. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
    21. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    22.  
    23. Failed to create : /private/var/mobile/Containers/Data/Application/76ECE339-8524-4B55-96FD-D4E4A4B23104/Screenshots/arbear1536x2048.png
    24. UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    25. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    26. UnityEngine.Logger:Log(LogType, Object)
    27. UnityEngine.Debug:LogError(Object)
    28. AlmostEngine.Screenshot.<CaptureScreenshotsCoroutine>c__Iterator1:MoveNext()
    29. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
    30. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    thanks~
     
  20. Leiv

    Leiv

    Joined:
    Sep 19, 2012
    Posts:
    7
    If I use Persistent_data_path as destination, it works.
    my problem solved now.

    The document may need an upadte;)
     
  21. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Thanks for your log and your answer.
    Was it data_path or picture_folder that did not worked?

    I updated the documentation for version 1.2.2, there is a section 2.2 for iOS and Android setup, where I advise to use picture_folder. I will clearly write that data_path does not work because of writing rights.
     
  22. Leiv

    Leiv

    Joined:
    Sep 19, 2012
    Posts:
    7
    if set the destination to PICTURES_FOLDER, the path will fail to create.
    if set the destination to PERSISTENT_DATA_PATH, the path will work.
    so you need change the document suggest to use "PERSISTENT_DATA_PATH" on iOS.

    thanks~
     
  23. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ok, PICTURES_FOLDER is supposed to work, I will investigate what is happening. Thanks for your feedback.
     
  24. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    I found the bug and solved it. I will push a corrected version on the asset store in a few hours. If you need it as fast as possible just send me an email and I will send it to you.
     
  25. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ultimate Screenshot Creator 1.3.0 has been released on the asset store.

    Version 1.3.0:
    • Better API for developers.
    • (Fix) iOS picture export folder
     
  26. nsfnotthrowingaway

    nsfnotthrowingaway

    Joined:
    Feb 18, 2016
    Posts:
    48
    I know some of this is covered in the description. I just want to make sure I didn't misunderstand anything. Can I capture an image at runtime (in windows, mac, and linux) larger than the screen resolution, and in a different aspect ratio with a transparent background? Can I choose where the image is saved?
     
  27. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Hi,
    No problem, you better be sure before buying anything :)

    - Yes, you can capture at runtime on windows, mac and linux, and with a transparent background.
    You can capture at any resolution/ratio with the mode RenderToTexture, including resolution larger than the screen.

    Note that at runtime it is not possible to capture UI with a resolution different than the screen resolution.
    There is a detailed table about it in the documentation section 3.1 : Capture Mode.

    - You can choose where the image is saved using the ScreenshotManager, with multiple capture modes (persistent data path, picture folder, etc.).
     
    nsfnotthrowingaway likes this.
  28. nsfnotthrowingaway

    nsfnotthrowingaway

    Joined:
    Feb 18, 2016
    Posts:
    48
    Thanks for the info. Sounds like I'll definitely be picking it up.
     
  29. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    You are welcome. Do not hesitate if you have any question, issue or suggestion.
     
    nsfnotthrowingaway likes this.
  30. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ultimate Screenshot Creator 1.4.0 has been released on the asset store.

    Version 1.4.0:
    • New feature: screenshot cutter, capture only a sub-part of the screen.
    • Added support to export to secondary storages on Android.
     
    Bartolomeus755 likes this.
  31. Felipe-Brito

    Felipe-Brito

    Joined:
    May 23, 2013
    Posts:
    5
    How can I configure the multi-display function?
    I've tried to create a script to capture a specific camera in a multi-display app, but unfortunately doesn't work as I expected. The screenshot works just in the last display, I don't know why.

    I'm very interested in buying your awesome asset, but I would like to know if i'll work in my case.
    Thanks for advance
     
  32. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Hi,

    It's because by default you can only capture the last rendered display. I had a customer that had that issue so I created a solution for him. When a multi display setup is detected, my algorithm waits automatically for the main display to be rendered and captures it. There is nothing to configure.

    Alternatively if you just want to capture your scene, without the UI, there is the Render_To_Texture mode that can do anything, with a custom resolution etc.

    Note that if it does not work the way you expect it, I will be here to help and improve the algorithm to match your needs.
     
  33. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ultimate Screenshot Creator is on sale until December 8th: 30% OFF
    If you need to take screenshots in editor for marketing or ingame as a feature, do not miss this opportunity!
     
  34. ohericoh

    ohericoh

    Joined:
    Sep 1, 2016
    Posts:
    8
    Hello, I just purchased your plugin. It's working great but I wanted to let you know there is a miss spelling on line 36 in webglutils.jslib.
     
  35. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Hi,
    thanks for purchasing Ultimate Screenshot Creator, and thank you for that feedback. I corrected it and it will be available in the next update :)
     
  36. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Dear customers, there is a small compilation issue with version 1.4.3.
    To fix it, please comment the line 9 of UltimateScreenshotCreator.cs: [InitializeOnLoad]

    An update with a fix has been submitted to the asset store and is awaiting validation. Sorry for the inconvenience.
     
  37. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Ultimate Screenshot Creator 1.4.4 has been released on the asset store.

    Version 1.4.4:
    • (Fix) Script compilation issue.
    • (Fix) In editor update locked by WaitEndOfFrame.
    • (Fix) Inspector selected resolutions save.
    1.4.3 - 09/01/2018
    • Support of Unity 2017.3.
    • New feature: validation canvas to preview the screenshot before saving.
    • You can now request the iOS gallery authorization when you want.
    • Added the possibility to increase the number or waiting frames in GAMEVIEW_RESIZING, to prevent post effect artefact like temporal anti aliasing.
    • Updated documentation and FAQ.
    • (Fix) WebGL plugin error.
    1.4.2 - 01/11/2017
    • (Fix) GameViewResizing in NET 4.6.

    1.4.1 - 26/10/2017
    • Cosmetic update: logo updated.
    • (Fix) File name update in burst mode.
     
    Bartolomeus755 likes this.
  38. BjoUnity3d

    BjoUnity3d

    Joined:
    Jul 24, 2012
    Posts:
    60
    Love the asset. Went ahead and got the $40 one with the multi screen preview creator. Question: How would I go about implementing a confirmation dialog after snapping a photo/screenshot so users could see what they just snapped and then save or delete? (Just noticed this feature was added in January in the above post. Yes! But I didn't see it in the docs so some quick guidance would be appreciated)
     
  39. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Thanks for purchasing Ultimate Screenshot Creator, I am glad you love it :)
    Yes it was added in version 1.4.4.
    It is in the FAQ 8.5.

    Here is what it says:
    8.5 How to display a preview ui before saving the screenshots.

    The ValidationCanvas.cs script shows how to call a capture event, and then display a validation ui to save or discard the images. An example is available in the example scene SceneExample, with the game object called ValidationGUIExample.
    The idea is as follow:
    1. Update the texture without exporting them using UpdateAll().
    2. Wait for the capture end event.
    3. Display a UI and update its texture by accessing the screenshot texture.
    4. Call ExportAllToFiles() if the user validates the screenshot.​

    Do not hesitate if you have more questions.
     
    BjoUnity3d likes this.
  40. jonkeee

    jonkeee

    Joined:
    Apr 8, 2014
    Posts:
    7
    Very Nice Asset...
    is it possible to create a Custom folder on a IOS device?
    Actually I want to create a custom folder into the camera roll and put my screenshot into this folder.
     
  41. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    I am glad you find it nice :)

    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.
     
  42. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    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.
     
  43. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    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.
     
  44. kukuhbasuki

    kukuhbasuki

    Joined:
    Apr 13, 2016
    Posts:
    29
    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?
     
  45. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Hello,

    Yes you can do this with my asset :)

    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.

    Best regards,

    Arnaud
     
  46. NunchuckSkillz

    NunchuckSkillz

    Joined:
    Nov 28, 2015
    Posts:
    3
    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?
     
  47. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    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:
    Code (CSharp):
    1. screenShotTaker.CaptureScreen(ScreenshotNameParser.ParsePath(DestinationFolder.PICTURES_FOLDER, "Screenshots") + "Snapshot" + System.DateTime.Now.ToString("yyyy-MM-dd-HHmms") + ".png", ...)
    Best regards.
     
    NunchuckSkillz likes this.
  48. NunchuckSkillz

    NunchuckSkillz

    Joined:
    Nov 28, 2015
    Posts:
    3
    Thanks, that worked great!
     
    WildMageGames likes this.
  49. alejobrainz

    alejobrainz

    Joined:
    Sep 10, 2005
    Posts:
    288
    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.
     
    WildMageGames likes this.
  50. WildMageGames

    WildMageGames

    Joined:
    Mar 24, 2014
    Posts:
    283
    Hello,

    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).

    Best regards