using System; using System.Collections.Generic; using System.IO; using System.Linq; using UnityEngine; namespace MCPForUnity.Runtime.Helpers //The reason for having another Runtime Utilities in additional to Editor Utilities is to avoid Editor-only dependencies in this runtime code. { public readonly struct ScreenshotCaptureResult { public ScreenshotCaptureResult(string fullPath, string projectRelativePath, int superSize) : this(fullPath, projectRelativePath, superSize, isAsync: false, imageBase64: null, imageWidth: 0, imageHeight: 0) { } public ScreenshotCaptureResult(string fullPath, string projectRelativePath, int superSize, bool isAsync) : this(fullPath, projectRelativePath, superSize, isAsync, imageBase64: null, imageWidth: 0, imageHeight: 0) { } public ScreenshotCaptureResult(string fullPath, string projectRelativePath, int superSize, bool isAsync, string imageBase64, int imageWidth, int imageHeight) { FullPath = fullPath; ProjectRelativePath = projectRelativePath; SuperSize = superSize; IsAsync = isAsync; ImageBase64 = imageBase64; ImageWidth = imageWidth; ImageHeight = imageHeight; } public string FullPath { get; } /// Path relative to the Unity project root (e.g. "Captures/foo.png"). Suitable for ScreenCapture.CaptureScreenshot. public string ProjectRelativePath { get; } public int SuperSize { get; } public bool IsAsync { get; } /// Base64-encoded PNG image data. Only populated when include_image is true. public string ImageBase64 { get; } public int ImageWidth { get; } public int ImageHeight { get; } } public static class ScreenshotUtility { /// /// Built-in default folder for screenshots, project-relative. /// Callers can override per-call via the folderOverride parameter on capture methods, /// or globally via ScreenshotPreferences in the Editor assembly. /// public const string DefaultFolder = "Assets/Screenshots"; private static Camera FindAvailableCamera() { var main = Camera.main; if (main != null) { return main; } try { var cams = UnityFindObjectsCompat.FindAll(); return cams.FirstOrDefault(); } catch { return null; } } public static ScreenshotCaptureResult CaptureToProjectFolder( string fileName = null, int superSize = 1, bool ensureUniqueFileName = true, string folderOverride = null) { ScreenshotCaptureResult result = PrepareCaptureResult(fileName, superSize, ensureUniqueFileName, folderOverride, isAsync: true); // ScreenCapture.CaptureScreenshot accepts paths relative to the project root. ScreenCapture.CaptureScreenshot(result.ProjectRelativePath, result.SuperSize); return result; } /// /// Captures a screenshot from a specific camera by rendering into a temporary RenderTexture (works in Edit Mode). /// When is true, the result includes a base64-encoded PNG (optionally /// downscaled so the longest edge is at most ). /// public static ScreenshotCaptureResult CaptureFromCameraToProjectFolder( Camera camera, string fileName = null, int superSize = 1, bool ensureUniqueFileName = true, bool includeImage = false, int maxResolution = 0, string folderOverride = null) { if (camera == null) { throw new ArgumentNullException(nameof(camera)); } ScreenshotCaptureResult result = PrepareCaptureResult(fileName, superSize, ensureUniqueFileName, folderOverride, isAsync: false); int size = result.SuperSize; int width = Mathf.Max(1, camera.pixelWidth > 0 ? camera.pixelWidth : Screen.width); int height = Mathf.Max(1, camera.pixelHeight > 0 ? camera.pixelHeight : Screen.height); width *= size; height *= size; RenderTexture prevRT = camera.targetTexture; RenderTexture prevActive = RenderTexture.active; var rt = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32); Texture2D tex = null; Texture2D downscaled = null; string imageBase64 = null; int imgW = 0, imgH = 0; try { camera.targetTexture = rt; camera.Render(); RenderTexture.active = rt; tex = new Texture2D(width, height, TextureFormat.RGBA32, false); tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply(); byte[] png = tex.EncodeToPNG(); File.WriteAllBytes(result.FullPath, png); if (includeImage) { int targetMax = maxResolution > 0 ? maxResolution : 640; if (width > targetMax || height > targetMax) { downscaled = DownscaleTexture(tex, targetMax); byte[] smallPng = downscaled.EncodeToPNG(); imageBase64 = System.Convert.ToBase64String(smallPng); imgW = downscaled.width; imgH = downscaled.height; } else { imageBase64 = System.Convert.ToBase64String(png); imgW = width; imgH = height; } } } finally { camera.targetTexture = prevRT; RenderTexture.active = prevActive; RenderTexture.ReleaseTemporary(rt); DestroyTexture(tex); DestroyTexture(downscaled); } if (includeImage && imageBase64 != null) { return new ScreenshotCaptureResult( result.FullPath, result.ProjectRelativePath, result.SuperSize, false, imageBase64, imgW, imgH); } return result; } #if UNITY_EDITOR // Synchronously drive a WaitForEndOfFrame ScreenshotCapturer by pumping the editor's // player loop. Play-mode only; EditorApplication.Step is a no-op in edit mode. private static Texture2D CaptureCompositedAfterFrame(int superSize, int timeoutSteps = 5) { Texture2D result = null; bool done = false; bool callerReturned = false; ScreenshotCapturer.Begin(superSize, tex => { // Late completion after the spin loop timed out: caller will never consume // the texture, so destroy it here to avoid leaking a Unity object. if (callerReturned) { if (tex != null) DestroyTexture(tex); return; } result = tex; done = true; }); // Step() pauses play mode as a side effect; restore the prior state so a screenshot // doesn't leave a running game paused (an already-paused game stays paused). bool wasPaused = UnityEditor.EditorApplication.isPaused; try { for (int i = 0; i < timeoutSteps && !done; i++) { UnityEditor.EditorApplication.Step(); } } finally { if (!wasPaused) UnityEditor.EditorApplication.isPaused = false; } callerReturned = true; return result; } #endif /// /// Captures a screenshot using ScreenCapture.CaptureScreenshotAsTexture, which captures the /// final composited frame including UI Toolkit overlays, post-processing, etc. /// Falls back to camera-based capture if ScreenCapture returns null at runtime. /// public static ScreenshotCaptureResult CaptureComposited( string fileName = null, int superSize = 1, bool ensureUniqueFileName = true, bool includeImage = false, int maxResolution = 0, string folderOverride = null) { ScreenshotCaptureResult result = PrepareCaptureResult(fileName, superSize, ensureUniqueFileName, folderOverride: folderOverride, isAsync: false); Texture2D tex = null; Texture2D downscaled = null; string imageBase64 = null; int imgW = 0, imgH = 0; try { #if UNITY_EDITOR // In play mode, inline ScreenCapture reads a backbuffer before UITK has // composited; route through WaitForEndOfFrame instead. tex = Application.isPlaying ? CaptureCompositedAfterFrame(result.SuperSize) : ScreenCapture.CaptureScreenshotAsTexture(result.SuperSize); #else tex = ScreenCapture.CaptureScreenshotAsTexture(result.SuperSize); #endif if (tex == null) { // Fallback to camera-based if ScreenCapture fails var cam = FindAvailableCamera(); if (cam != null) return CaptureFromCameraToProjectFolder(cam, fileName, superSize, ensureUniqueFileName, includeImage, maxResolution, folderOverride: folderOverride); throw new InvalidOperationException("ScreenCapture.CaptureScreenshotAsTexture returned null and no fallback camera available."); } int width = tex.width; int height = tex.height; byte[] png = tex.EncodeToPNG(); File.WriteAllBytes(result.FullPath, png); if (includeImage) { int targetMax = maxResolution > 0 ? maxResolution : 640; if (width > targetMax || height > targetMax) { downscaled = DownscaleTexture(tex, targetMax); byte[] smallPng = downscaled.EncodeToPNG(); imageBase64 = System.Convert.ToBase64String(smallPng); imgW = downscaled.width; imgH = downscaled.height; } else { imageBase64 = System.Convert.ToBase64String(png); imgW = width; imgH = height; } } } finally { DestroyTexture(tex); DestroyTexture(downscaled); } if (includeImage && imageBase64 != null) { return new ScreenshotCaptureResult( result.FullPath, result.ProjectRelativePath, result.SuperSize, false, imageBase64, imgW, imgH); } return result; } /// /// Renders a camera to a Texture2D without saving to disk. Used for multi-angle captures. /// Returns the base64-encoded PNG, downscaled to fit within . /// public static (string base64, int width, int height) RenderCameraToBase64(Camera camera, int maxResolution = 640) { if (camera == null) throw new ArgumentNullException(nameof(camera)); int width = Mathf.Max(1, camera.pixelWidth > 0 ? camera.pixelWidth : Screen.width); int height = Mathf.Max(1, camera.pixelHeight > 0 ? camera.pixelHeight : Screen.height); RenderTexture prevRT = camera.targetTexture; RenderTexture prevActive = RenderTexture.active; var rt = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32); Texture2D tex = null; Texture2D downscaled = null; try { camera.targetTexture = rt; camera.Render(); RenderTexture.active = rt; tex = new Texture2D(width, height, TextureFormat.RGBA32, false); tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply(); int targetMax = maxResolution > 0 ? maxResolution : 640; if (width > targetMax || height > targetMax) { downscaled = DownscaleTexture(tex, targetMax); string b64 = System.Convert.ToBase64String(downscaled.EncodeToPNG()); return (b64, downscaled.width, downscaled.height); } else { string b64 = System.Convert.ToBase64String(tex.EncodeToPNG()); return (b64, width, height); } } finally { camera.targetTexture = prevRT; RenderTexture.active = prevActive; RenderTexture.ReleaseTemporary(rt); DestroyTexture(tex); DestroyTexture(downscaled); } } /// /// Renders a camera to a Texture2D without saving to disk. /// Caller owns the returned texture and must destroy it. /// public static Texture2D RenderCameraToTexture(Camera camera, int maxResolution = 640) { if (camera == null) throw new ArgumentNullException(nameof(camera)); int width = Mathf.Max(1, camera.pixelWidth > 0 ? camera.pixelWidth : Screen.width); int height = Mathf.Max(1, camera.pixelHeight > 0 ? camera.pixelHeight : Screen.height); RenderTexture prevRT = camera.targetTexture; RenderTexture prevActive = RenderTexture.active; var rt = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32); Texture2D tex = null; try { camera.targetTexture = rt; camera.Render(); RenderTexture.active = rt; tex = new Texture2D(width, height, TextureFormat.RGBA32, false); tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply(); int targetMax = maxResolution > 0 ? maxResolution : 640; if (width > targetMax || height > targetMax) { var downscaled = DownscaleTexture(tex, targetMax); DestroyTexture(tex); tex = null; return downscaled; } var result = tex; tex = null; // transfer ownership to caller return result; } finally { camera.targetTexture = prevRT; RenderTexture.active = prevActive; RenderTexture.ReleaseTemporary(rt); DestroyTexture(tex); } } /// /// Composites a list of tile textures into a single contact-sheet grid image. /// Labels are drawn as white text on a dark banner at the bottom of each tile. /// Returns base64 PNG plus dimensions. Destroys all input tile textures. /// public static (string base64, int width, int height) ComposeContactSheet( List tiles, List labels, int padding = 4) { if (tiles == null || tiles.Count == 0) throw new ArgumentException("No tiles to compose.", nameof(tiles)); int tileW = tiles[0].width; int tileH = tiles[0].height; int count = tiles.Count; // Calculate grid: prefer wider than tall (cols >= rows) int cols = Mathf.CeilToInt(Mathf.Sqrt(count)); int rows = Mathf.CeilToInt((float)count / cols); int labelHeight = Mathf.Max(14, tileH / 12); int cellW = tileW + padding; int cellH = tileH + labelHeight + padding; int sheetW = cols * cellW + padding; int sheetH = rows * cellH + padding; Texture2D sheet = null; try { sheet = new Texture2D(sheetW, sheetH, TextureFormat.RGBA32, false); // Build the full sheet in a Color32[] buffer, then upload once var bgColor = new Color32(30, 30, 30, 255); Color32[] sheetPixels = new Color32[sheetW * sheetH]; for (int i = 0; i < sheetPixels.Length; i++) sheetPixels[i] = bgColor; // Track label draw requests so we can apply them after the bulk upload var labelDraws = new List<(string text, int x, int y, int h)>(); for (int idx = 0; idx < count; idx++) { int col = idx % cols; int row = idx / cols; // Place tiles top-left to bottom-right (Unity Texture2D y=0 is bottom) int x = padding + col * cellW; int y = sheetH - padding - (row + 1) * cellH + padding; // Copy tile pixels row-by-row using bulk operations Color32[] tilePixels = tiles[idx].GetPixels32(); for (int ty = 0; ty < tileH; ty++) { int srcOffset = ty * tileW; int dstOffset = (y + labelHeight + ty) * sheetW + x; System.Array.Copy(tilePixels, srcOffset, sheetPixels, dstOffset, tileW); } // Draw label banner (dark background strip below tile) var bannerColor = new Color32(20, 20, 20, 220); for (int ly = 0; ly < labelHeight; ly++) { int dstOffset = (y + ly) * sheetW + x; for (int lx = 0; lx < tileW; lx++) { sheetPixels[dstOffset + lx] = bannerColor; } } // Queue label text drawing (applied after bulk pixel upload) if (labels != null && idx < labels.Count && !string.IsNullOrEmpty(labels[idx])) { labelDraws.Add((labels[idx], x + 3, y + 2, labelHeight - 4)); } } // Upload all tile + banner pixels in one SetPixels32 call sheet.SetPixels32(sheetPixels); // Draw label text on top (small glyph-based writes, negligible cost) foreach (var (text, lx, ly, lh) in labelDraws) { DrawText(sheet, text, lx, ly, lh, Color.white); } sheet.Apply(); byte[] png = sheet.EncodeToPNG(); string b64 = System.Convert.ToBase64String(png); return (b64, sheetW, sheetH); } finally { foreach (var tile in tiles) DestroyTexture(tile); DestroyTexture(sheet); } } private static void DrawText(Texture2D tex, string text, int startX, int startY, int charHeight, Color color) { // Simple 5x7 bitmap font for basic ASCII characters int charWidth = Mathf.Max(4, charHeight * 5 / 7); int spacing = Mathf.Max(1, charWidth / 5); int x = startX; foreach (char c in text) { if (x + charWidth > tex.width) break; ulong glyph = GetGlyph(c); if (glyph != 0) { for (int row = 0; row < 7; row++) { for (int col = 0; col < 5; col++) { bool on = ((glyph >> ((6 - row) * 5 + (4 - col))) & 1) == 1; if (!on) continue; // Scale the 5x7 glyph to charWidth x charHeight int px0 = x + col * charWidth / 5; int px1 = x + (col + 1) * charWidth / 5; int py0 = startY + (6 - row) * charHeight / 7; int py1 = startY + (7 - row) * charHeight / 7; for (int py = py0; py < py1 && py < tex.height; py++) for (int px = px0; px < px1 && px < tex.width; px++) tex.SetPixel(px, py, color); } } } x += charWidth + spacing; } } private static ulong GetGlyph(char c) { // 5x7 pixel font stored as 35-bit values (row0=bits34-30 ... row6=bits4-0) // Each row is 5 wide, MSB=left. Row 0 is top. switch (char.ToUpperInvariant(c)) { case 'A': return 0b01110_10001_10001_11111_10001_10001_10001UL; case 'B': return 0b11110_10001_10001_11110_10001_10001_11110UL; case 'C': return 0b01110_10001_10000_10000_10000_10001_01110UL; case 'D': return 0b11100_10010_10001_10001_10001_10010_11100UL; case 'E': return 0b11111_10000_10000_11110_10000_10000_11111UL; case 'F': return 0b11111_10000_10000_11110_10000_10000_10000UL; case 'G': return 0b01110_10001_10000_10111_10001_10001_01110UL; case 'H': return 0b10001_10001_10001_11111_10001_10001_10001UL; case 'I': return 0b01110_00100_00100_00100_00100_00100_01110UL; case 'K': return 0b10001_10010_10100_11000_10100_10010_10001UL; case 'L': return 0b10000_10000_10000_10000_10000_10000_11111UL; case 'M': return 0b10001_11011_10101_10101_10001_10001_10001UL; case 'N': return 0b10001_11001_10101_10011_10001_10001_10001UL; case 'O': return 0b01110_10001_10001_10001_10001_10001_01110UL; case 'R': return 0b11110_10001_10001_11110_10100_10010_10001UL; case 'S': return 0b01110_10001_10000_01110_00001_10001_01110UL; case 'T': return 0b11111_00100_00100_00100_00100_00100_00100UL; case 'U': return 0b10001_10001_10001_10001_10001_10001_01110UL; case 'V': return 0b10001_10001_10001_10001_01010_01010_00100UL; case 'W': return 0b10001_10001_10001_10101_10101_11011_10001UL; case 'Y': return 0b10001_10001_01010_00100_00100_00100_00100UL; case '0': return 0b01110_10011_10101_10101_10101_11001_01110UL; case '1': return 0b00100_01100_00100_00100_00100_00100_01110UL; case '2': return 0b01110_10001_00001_00010_00100_01000_11111UL; case '3': return 0b01110_10001_00001_00110_00001_10001_01110UL; case '4': return 0b00010_00110_01010_10010_11111_00010_00010UL; case '5': return 0b11111_10000_11110_00001_00001_10001_01110UL; case '6': return 0b01110_10001_10000_11110_10001_10001_01110UL; case '7': return 0b11111_00001_00010_00100_01000_01000_01000UL; case '8': return 0b01110_10001_10001_01110_10001_10001_01110UL; case '9': return 0b01110_10001_10001_01111_00001_10001_01110UL; case 'J': return 0b00111_00010_00010_00010_00010_10010_01100UL; case 'P': return 0b11110_10001_10001_11110_10000_10000_10000UL; case 'Q': return 0b01110_10001_10001_10001_10101_10010_01101UL; case 'X': return 0b10001_01010_00100_00100_00100_01010_10001UL; case 'Z': return 0b11111_00001_00010_00100_01000_10000_11111UL; case '-': return 0b00000_00000_00000_11111_00000_00000_00000UL; case '_': return 0b00000_00000_00000_00000_00000_00000_11111UL; case ' ': return 0UL; case '+': return 0b00000_00100_00100_11111_00100_00100_00000UL; default: return 0UL; } } /// /// Downscales a Texture2D so that its longest edge is at most pixels. /// Uses bilinear filtering via a temporary RenderTexture blit. /// Caller must destroy the returned Texture2D. /// public static Texture2D DownscaleTexture(Texture2D source, int maxEdge) { if (source == null) throw new System.ArgumentNullException(nameof(source)); if (maxEdge <= 0) throw new System.ArgumentOutOfRangeException(nameof(maxEdge), maxEdge, "maxEdge must be > 0."); int srcW = source.width; int srcH = source.height; float scale = Mathf.Min((float)maxEdge / srcW, (float)maxEdge / srcH); scale = Mathf.Min(scale, 1f); // never upscale int dstW = Mathf.Max(1, Mathf.RoundToInt(srcW * scale)); int dstH = Mathf.Max(1, Mathf.RoundToInt(srcH * scale)); RenderTexture prevActive = RenderTexture.active; var rt = RenderTexture.GetTemporary(dstW, dstH, 0, RenderTextureFormat.ARGB32); rt.filterMode = FilterMode.Bilinear; try { Graphics.Blit(source, rt); RenderTexture.active = rt; var dst = new Texture2D(dstW, dstH, TextureFormat.RGBA32, false); dst.ReadPixels(new Rect(0, 0, dstW, dstH), 0, 0); dst.Apply(); return dst; } finally { RenderTexture.active = prevActive; RenderTexture.ReleaseTemporary(rt); } } private static void DestroyTexture(Texture2D tex) { if (tex == null) return; if (Application.isPlaying) UnityEngine.Object.Destroy(tex); else UnityEngine.Object.DestroyImmediate(tex); } private static ScreenshotCaptureResult PrepareCaptureResult(string fileName, int superSize, bool ensureUniqueFileName, string folderOverride, bool isAsync) { int size = Mathf.Max(1, superSize); string resolvedName = BuildFileName(fileName); string folderAbsolute = ResolveFolderAbsolute(folderOverride); Directory.CreateDirectory(folderAbsolute); string fullPath = Path.Combine(folderAbsolute, resolvedName); if (ensureUniqueFileName) { fullPath = EnsureUnique(fullPath); } string normalizedFullPath = fullPath.Replace('\\', '/'); string projectRelativePath = ToProjectRelativePath(normalizedFullPath); return new ScreenshotCaptureResult(normalizedFullPath, projectRelativePath, size, isAsync); } /// /// Resolves a folder spec (which may be project-relative like "Assets/Screenshots", /// absolute, or null/empty) to an absolute filesystem path inside the project root. /// Throws on traversal escape or absolute paths outside the project. /// public static string ResolveFolderAbsolute(string folderOverride) { string projectRoot = GetProjectRootPath().TrimEnd('/'); string requested = string.IsNullOrWhiteSpace(folderOverride) ? DefaultFolder : folderOverride.Trim(); requested = requested.Replace('\\', '/').TrimEnd('/'); string combined = Path.IsPathRooted(requested) ? requested : Path.Combine(projectRoot, requested); string fullFolder = Path.GetFullPath(combined).Replace('\\', '/').TrimEnd('/'); string normalizedRoot = projectRoot; // Reject paths that escape the project root (case-insensitive on Windows, exact elsewhere). var rootComparison = Application.platform == RuntimePlatform.WindowsEditor ? StringComparison.OrdinalIgnoreCase : StringComparison.Ordinal; if (!fullFolder.Equals(normalizedRoot, rootComparison) && !fullFolder.StartsWith(normalizedRoot + "/", rootComparison)) { throw new InvalidOperationException( $"Screenshot folder '{folderOverride}' resolves outside the Unity project root ('{fullFolder}'). " + $"Use a project-relative path (e.g. 'Assets/Screenshots' or 'Captures')."); } return fullFolder; } /// /// Converts an absolute filesystem path inside the project to a project-relative path /// (forward slashes, no leading separator). Returns the input unchanged when it does /// not live under the project root. /// public static string ToProjectRelativePath(string normalizedFullPath) { if (string.IsNullOrEmpty(normalizedFullPath)) return normalizedFullPath; string projectRoot = GetProjectRootPath(); string normalized = normalizedFullPath.Replace('\\', '/'); if (normalized.StartsWith(projectRoot, StringComparison.OrdinalIgnoreCase)) { return normalized.Substring(projectRoot.Length).TrimStart('/'); } return normalized; } /// /// True when lives under the Unity Assets/ folder /// (and therefore should be imported via AssetDatabase). /// public static bool IsUnderAssets(string projectRelativePath) { if (string.IsNullOrEmpty(projectRelativePath)) return false; string norm = projectRelativePath.Replace('\\', '/').TrimStart('/'); return norm.Equals("Assets", StringComparison.OrdinalIgnoreCase) || norm.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase); } private static string BuildFileName(string fileName) { string name = string.IsNullOrWhiteSpace(fileName) ? $"screenshot-{DateTime.Now:yyyyMMdd-HHmmss}" : fileName.Trim(); name = SanitizeFileName(name); if (!name.EndsWith(".png", StringComparison.OrdinalIgnoreCase) && !name.EndsWith(".jpg", StringComparison.OrdinalIgnoreCase) && !name.EndsWith(".jpeg", StringComparison.OrdinalIgnoreCase)) { name += ".png"; } return name; } private static string SanitizeFileName(string fileName) { // GetInvalidFileNameChars() doesn't include '\' or '/' on Unix, so a caller-supplied // name like "foo\bar" would survive and later get spliced into the directory portion. var invalidChars = Path.GetInvalidFileNameChars(); string cleaned = new string( fileName.Select(ch => invalidChars.Contains(ch) || ch == '/' || ch == '\\' ? '_' : ch).ToArray()); return string.IsNullOrWhiteSpace(cleaned) ? "screenshot" : cleaned; } private static string EnsureUnique(string path) { if (!File.Exists(path)) { return path; } string directory = Path.GetDirectoryName(path) ?? string.Empty; string baseName = Path.GetFileNameWithoutExtension(path); string extension = Path.GetExtension(path); int counter = 1; string candidate; do { candidate = Path.Combine(directory, $"{baseName}-{counter}{extension}"); counter++; } while (File.Exists(candidate)); return candidate; } private static string GetProjectRootPath() { string root = Path.GetFullPath(Path.Combine(Application.dataPath, "..")); root = root.Replace('\\', '/'); if (!root.EndsWith("/", StringComparison.Ordinal)) { root += "/"; } return root; } } /// /// Transient MonoBehaviour that yields WaitForEndOfFrame, calls /// ScreenCapture.CaptureScreenshotAsTexture, invokes the callback, and self-destructs. /// public sealed class ScreenshotCapturer : MonoBehaviour { private int _superSize = 1; private Action _onComplete; /// Spawns a hidden GameObject, attaches a capturer, returns immediately. public static void Begin(int superSize, Action onComplete) { var go = new GameObject("__MCP_ScreenshotCapturer__") { hideFlags = HideFlags.HideAndDontSave }; var c = go.AddComponent(); c._superSize = Mathf.Max(1, superSize); c._onComplete = onComplete; } private System.Collections.IEnumerator Start() { yield return new WaitForEndOfFrame(); Texture2D tex = null; try { tex = ScreenCapture.CaptureScreenshotAsTexture(_superSize); } catch (Exception ex) { Debug.LogError($"[MCP for Unity] CaptureScreenshotAsTexture failed: {ex.Message}"); } _onComplete?.Invoke(tex); Destroy(gameObject); } } }