Unity3D IOS平台截屏并保存到本地

using UnityEngine;
using System.Collections;
using System.IO;


public class GalleryScreenshotExample : MonoBehaviour {

public Texture2D texture;
bool saved = false;
bool saved2 = false;

void Start ()
{
ScreenshotManager.ScreenshotFinishedSaving += ScreenshotSaved;
ScreenshotManager.ImageFinishedSaving += ImageSaved;
}

void OnGUI ()
{
GUILayout.Label("Example scene showing: \n1. how to save a screenshot\n" +
"2. how to save an image from your assets");

if(GUILayout.Button ("Take Screenshot", GUILayout.Width (200), GUILayout.Height(80)))
{
StartCoroutine(ScreenshotManager.Save("MyScreenshot", "MyApp", true));
}

if(saved) GUILayout.Label ("Screenshot was successfully saved");

GUILayout.Space(40);

GUILayout.Label(texture);

if(GUILayout.Button ("Save " + texture.name, GUILayout.Width (200), GUILayout.Height(80)))
{
StartCoroutine("SaveAssetImage");
}

if(saved2) GUILayout.Label(texture.name + " was successfully saved");
}

IEnumerator SaveAssetImage ()
{
byte[] bytes = texture.EncodeToPNG();
string path = Application.persistentDataPath + "/MyImage.png";
File.WriteAllBytes(path, bytes);

yield return new WaitForEndOfFrame();

StartCoroutine(ScreenshotManager.SaveExisting(path, true));
}

void ScreenshotSaved()
{
Debug.Log ("screenshot finished saving");
saved = true;
}

void ImageSaved()
{
Debug.Log (texture.name + " finished saving");
saved2 = true;
}
}
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