ScreenCapture

unityengine.ScreenCapture (extern class)

Utility class for capturing screenshots of the game view. Provides various methods to capture screen content to files or textures.

In Ceramic applications, this can be used for:

  • Creating screenshots for debugging or sharing
  • Capturing frames for video recording
  • Generating thumbnails or previews
  • Creating visual effects (e.g., pause menu backgrounds)

Note: Screenshots capture the rendered frame after all post-processing.

Static Members

unity
CaptureScreenshot(filename: String, superSize: Int): Void

Captures a screenshot and saves it to a file.

Name Type Description
filename String Path to save the screenshot. Supports: - Relative paths (saved in persistent data) - Absolute paths (requires permissions) - Extensions: .png, .jpg, .exr, .tga
superSize Int Resolution multiplier (1-32): - 1 = Native resolution - 2 = 2x resolution (4x pixels) - 4 = 4x resolution (16x pixels) * Capturing at 2x resolution: haxe ScreenCapture.CaptureScreenshot("screenshot.png", 2); * Note: Executes at end of frame. File I/O may cause frame hitch.

unity
CaptureScreenshotAsTexture(superSize: Int): Texture2D

Captures a screenshot directly to a Texture2D. Useful for in-game use without file I/O.

Name Type Description
superSize Int Resolution multiplier (1-32)
Returns Description
Texture2D New Texture2D containing the screenshot * Creating a pause menu background: haxe var screenshot = ScreenCapture.CaptureScreenshotAsTexture(1); pauseBackground.texture = screenshot; * Important: Remember to destroy the texture when done to avoid memory leaks.

unity
CaptureScreenshotIntoRenderTexture(renderTexture: RenderTexture): Void

Captures a screenshot into an existing RenderTexture. Most efficient method as it reuses existing GPU memory.

Name Type Description
renderTexture RenderTexture Target RenderTexture (must be created) Size determines capture resolution * Continuous capture for effects: haxe // In update loop ScreenCapture.CaptureScreenshotIntoRenderTexture(myRT); // Use myRT for blur, transitions, etc. * Note: RenderTexture must have compatible format and be currently allocated (not released).

Metadata

Name Parameters
:nativeGen -