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How to get screen shots Apple will accept?

Discussion in 'iOS and tvOS' started by JoeStrout, Jan 23, 2017.

  1. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,848
    In order to submit an iPhone/iPad app, Apple requires screen shots from a 5.5" phone (1242 x 2208 pixels) as well as a 12.9" iPad (2048 x 2732 pixels).

    I have neither of those — my newest iPhone is a 4.7" device, and my iPad is I think 2048x1536.

    I was hoping Unity could fake it for me, but it doesn't appear that I can drag my Game window bigger than my actual screen (and no, I don't have a monitor that's 2048 x 2732 pixels!).

    Is there any neat trick I'm missing? Or do I really need to go drop $1500 on new Apple devices just to submit my game to the App Store?

    Thanks,
    - Joe
     
  2. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    8,999
    I think have seen special screenshot tool for that in asset store/forums.. (not sure which one/where)
     
  3. larku

    larku

    Joined:
    Mar 14, 2013
    Posts:
    1,422
    You can most likely just get away with the largest you can at the correct aspect ratio and the scale the image to the required size.

    Not perfect, but likely good enough - especially since those images will be viewed on an iPad with high pixel density, you're unlikely to see any real difference.
     
  4. tonemcbride

    tonemcbride

    Joined:
    Sep 7, 2010
    Posts:
    1,077
    JuanManuelZavala and JoeStrout like this.
  5. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,848
    Thanks guys, those are good ideas!
     
  6. Gametyme

    Gametyme

    Joined:
    May 7, 2014
    Posts:
    617
    If you using a mac I believe you can just right click on the picture and create a new one with the correct ratio. Best to start as high as possible though because small pictures will look strange on ipads.
     
  7. Moonjump

    Moonjump

    Joined:
    Apr 15, 2010
    Posts:
    2,572
    Use Application.CaptureScreenshot and set the superSize var to larger than 1 (e.g. if you can get your screen to do exactly half the resolution, set superSize to 2).

    There are some things to help get the best quality, such as have your textures at the right size for the larger image and turn mip mapping off.

    https://docs.unity3d.com/ScriptReference/Application.CaptureScreenshot.html
     
    Last edited: Jan 23, 2017
    larku likes this.
  8. lloydg

    lloydg

    Joined:
    Mar 23, 2015
    Posts:
    36
    What you can do is set the required resolution in the editor, then take a screenshot with the following editor script:
    Code (CSharp):
    1.  
    2. using UnityEditor;
    3. using UnityEngine;
    4.  
    5. public class TakeScreenshot
    6. {
    7.  
    8.     [MenuItem("Tools/Take Screenshot")]
    9.     static public void OnTakeScreenshot()
    10.     {
    11.         Application.CaptureScreenshot(EditorUtility.SaveFilePanel("Save Screenshot As", "", "", "png"));
    12.     }
    13. }
    14.  
    15.  
     
    Last edited: Jan 26, 2017
  9. dimitroff

    dimitroff

    Joined:
    Apr 3, 2013
    Posts:
    129
    DavidArts likes this.
  10. tashfiq103

    tashfiq103

    Joined:
    Mar 4, 2016
    Posts:
    14
    @lloydg. You are just a genius. You saved my 309$ to buy an iPad