我正在尝试使用unity创建一个小的测试应用程序。我正在构建该应用程序的一个实例,并将其设置为充当主机,然后在统一编辑器中作为客户端运行另一个实例。在当前的迭代中,我只有一个按钮,当按下该按钮时,请截取屏幕截图,然后将该屏幕截图发送给所有客户端。但是似乎没有任何作用。我遇到的第一个问题是ReadPixels错误:ReadPixels was called to read pixels from system frame buffer, while not inside drawing frame. UnityEngine.Texture2D:ReadPixels(Rect, Int32, Int32)UNETChat:OnPostRender() (at Assets/Scripts/UNETChat.cs:50)<TakeSnapshot>c__Iterator0:MoveNext() (at Assets/Scripts/UNETChat.cs:42)UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
。
除此之外,一旦解决,我敢肯定,这里还有很多其他工作是不可行的。但是我只是从这里开始。谢谢您的帮助!
using System.Collections;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.NetworkSystem;
public class MyMsgType
{
public static short texture = MsgType.Highest + 1;
};
//Create a class that holds a variables to send
public class TextureMessage : MessageBase
{
public byte[] textureBytes;
public string message = "Test Received Message"; //Optional
}
public class UNETChat : Chat
{
NetworkClient myClient;
public Texture2D previewTexture;
string messageToSend = "Screen Short Image";
private void Start()
{
//if the client is also the server
if (NetworkServer.active)
{
// Register to connect event
myClient.RegisterHandler(MsgType.Connect, OnConnected);
// Register to texture receive event
myClient.RegisterHandler(MyMsgType.texture, OnTextureReceive);
}
setupClient();
}
public IEnumerator TakeSnapshot(int width, int height)
{
yield return new WaitForSeconds(0.1F);
Texture2D texture = new Texture2D(800, 800, TextureFormat.RGB24, true);
texture.ReadPixels(new Rect(0, 0, 800, 800), 0, 0);
texture.LoadRawTextureData(texture.GetRawTextureData());
texture.Apply();
sendTexture(texture, messageToSend);
// gameObject.renderer.material.mainTexture = TakeSnapshot;
}
public void DoSendTexture()
{
StartCoroutine(TakeSnapshot(Screen.width, Screen.height));
}
// SERVER //////////////////////////
//Call to send the Texture and a simple string message
public void sendTexture(Texture2D texture, string message)
{
TextureMessage msg = new TextureMessage();
//Convert Texture2D to byte array
msg.textureBytes = texture.GetRawTextureData();
msg.message = message;
NetworkServer.SendToAll(MyMsgType.texture, msg);
Debug.Log("Texture Sent!!");
}
// CLIENT //////////////////////////
// Create a client and connect to the server port
public void setupClient()
{
//Create new client
myClient = new NetworkClient();
//Register to connect event
myClient.RegisterHandler(MsgType.Connect, OnConnected);
//Register to texture receive event
myClient.RegisterHandler(MyMsgType.texture, OnTextureReceive);
//Connect to server
myClient.Connect("localhost", 4444);
}
//Called when texture is received
public void OnTextureReceive(NetworkMessage netMsg)
{
TextureMessage msg = netMsg.ReadMessage<TextureMessage>();
//Your Received message
string message = msg.message;
Debug.Log("Texture Messsage " + message);
//Your Received Texture2D
Texture2D receivedtexture = new Texture2D(4, 4);
receivedtexture.LoadRawTextureData(msg.textureBytes);
receivedtexture.Apply();
}
public void OnConnected(NetworkMessage netMsg)
{
Debug.Log("Connected to server");
}
}
最佳答案
请等到当前帧的末尾,然后再截屏或调用Texture2D.ReadPixels
函数。这可以通过WaitForEndOfFrame
类完成。请注意我是如何缓存它的,以避免每次调用TakeSnapshot
函数时都创建新的Object。
WaitForEndOfFrame frameEnd = new WaitForEndOfFrame();
public IEnumerator TakeSnapshot(int width, int height)
{
yield return frameEnd;
Texture2D texture = new Texture2D(800, 800, TextureFormat.RGB24, true);
texture.ReadPixels(new Rect(0, 0, 800, 800), 0, 0);
texture.LoadRawTextureData(texture.GetRawTextureData());
texture.Apply();
sendTexture(texture, messageToSend);
// gameObject.renderer.material.mainTexture = TakeSnapshot;
}
我注意到您的脚本中有
yield return new WaitForSeconds(0.1F)
,要等到0.2
秒后再截屏。如果必须等待0.2
秒,请先等待0.2
秒,然后等待帧结束,然后再截屏:WaitForSeconds waitTime = new WaitForSeconds(0.1F);
WaitForEndOfFrame frameEnd = new WaitForEndOfFrame();
public IEnumerator TakeSnapshot(int width, int height)
{
yield return waitTime;
yield return frameEnd;
Texture2D texture = new Texture2D(800, 800, TextureFormat.RGB24, true);
texture.ReadPixels(new Rect(0, 0, 800, 800), 0, 0);
texture.LoadRawTextureData(texture.GetRawTextureData());
texture.Apply();
sendTexture(texture, messageToSend);
// gameObject.renderer.material.mainTexture = TakeSnapshot;
}
关于c# - ReadPixels被调用来从系统帧缓冲区读取像素,而不是在绘图帧内部。 UnityEngine.Texture2D:ReadPixels,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/46595055/