Available on Asset Store: https://assetstore.unity.com/packages/tools/camera/360-screenshot-capture-112864
Forum Thread: https://forum.unity.com/threads/360-screenshot-capture-open-source.501310/
Discord: https://discord.gg/UJJt549AaV
This simple script captures a 360° photo with your Unity camera and injects the necessary XMP metadata to it; so the output image supports 360° viewers on the web out-of-the-box (like Facebook and Flickr). Both JPEG and PNG formats are supported.
The raw image is in equirectangular form. Here is an example screenshot (it looks like this when uploaded to Flickr):
There are 5 ways to install this plugin:
- import 360Screenshot.unitypackage via Assets-Import Package
- clone/download this repository and move the Plugins folder to your Unity project's Assets folder
- import it from Asset Store
- (via Package Manager) add the following line to Packages/manifest.json:
"com.yasirkula.screenshotcapture": "https://github.com/yasirkula/Unity360ScreenshotCapture.git",
- (via OpenUPM) after installing openupm-cli, run the following command:
openupm add com.yasirkula.screenshotcapture
Simply call the I360Render.Capture()
or I360Render.CaptureAsync()
(Unity 2018.2 or later) function in your scripts. Their signatures are as follows:
public static byte[] Capture( int width = 1024, bool encodeAsJPEG = true, Camera renderCam = null, bool faceCameraDirection = true );
// !!! Async version uses AsyncGPUReadback.Request so it won't work on all platforms or Graphics APIs !!!
public static void CaptureAsync( Action<byte[]> callback, int width = 1024, bool encodeAsJPEG = true, Camera renderCam = null, bool faceCameraDirection = true );
- width: The width of the resulting image. It must be a power of 2. The height will be equal to width / 2. Be aware that maximum allowed image width is 8192 pixels
- encodeAsJPEG: determines whether the image will be encoded as JPEG or PNG
- renderCam: the camera that will be used to render the 360° image. If set to null, Camera.main will be used
- faceCameraDirection: if set to true, when the 360° image is viewed in a 360° viewer, initial camera rotation will match the rotation of the renderCam. Otherwise, initial camera rotation will be Quaternion.identity (facing Z+ axis)
These functions return a byte[] object either directly or as a callback; you can write these bytes to a file using File.WriteAllBytes
(see example code below).
- Objects are rendered inside out in the 360° screenshot
This is usually caused by 3rd-party plugins that change the value of GL.invertCulling
(e.g. mirrors). See the solution: https://forum.unity.com/threads/360-screenshot-capture-open-source.501310/#post-7078093
- 360° screenshot is blank on Oculus Quest 2
Try using the CaptureAsync
function instead of Capture
.
using System.IO;
using UnityEngine;
public class RenderTest : MonoBehaviour
{
public int imageWidth = 1024;
public bool saveAsJPEG = true;
void Update()
{
if( Input.GetKeyDown( KeyCode.P ) )
{
byte[] bytes = I360Render.Capture( imageWidth, saveAsJPEG );
if( bytes != null )
{
string path = Path.Combine( Application.persistentDataPath, "360render" + ( saveAsJPEG ? ".jpeg" : ".png" ) );
File.WriteAllBytes( path, bytes );
Debug.Log( "360 render saved to " + path );
}
}
}
}