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1Fix the driver behind crashes, sound loss and screen glitches2Clear out junk files and repair common Windows errors3Scan for outdated or missing drivers - takes under a minuteUnity’s method is ScreenCapture.CaptureScreenshot (capital C and S), not ScreenCapture.captureScreenShot. Call it with a filename such as ScreenCapture.CaptureScreenshot("screenshot.png"); Unity saves a PNG of the final rendered screen, including the combined output of all cameras contributing to that display.
Use the correct API name
The documented API is ScreenCapture.CaptureScreenshot in the UnityEngine namespace. The type is supplied by Unity’s UnityEngine.ScreenCaptureModule assembly. The spelling in the title, ScreenCapture.captureScreenShot, does not match the Unity API and will produce a compile error.
Unity’s current reference lists three overloads:
| Overload | Use it when | Important behavior |
|---|---|---|
CaptureScreenshot(string filename) |
You need a normal screenshot | The filename and extension determine the saved file name and format. Use .png for PNG output. |
CaptureScreenshot(string filename, int superSize) |
You need a higher-resolution image | superSize multiplies the output width and height. A value of 4 produces four times the width and four times the height of the normal capture. |
CaptureScreenshot(string filename, ScreenCapture.StereoScreenCaptureMode stereoCaptureMode) |
Your application uses stereoscopic rendering | The mode selects which eye texture is captured. Choose the enum value that matches your stereo setup. |
See Unity’s Unity 6.0 CaptureScreenshot reference for the signatures and platform notes. The older Unity 2017.3 reference documents the same core filename, supersize, PNG and Android behavior.
Minimal C# example
Attach this component to a GameObject that has a collider, then click it in a running build or the Editor. The call captures the final image Unity is presenting rather than the view from one selected camera.
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using UnityEngine;
public class ScreenshotExample : MonoBehaviour
{
void OnMouseDown()
{
ScreenCapture.CaptureScreenshot("SomeLevel.png");
}
}
The file is written to the path Unity resolves for the active platform. If a file already exists at that path, Unity overwrites it, so use unique names when you need to keep earlier captures.
Choose a destination that you can find later
Android and iOS
On Android and iOS, Unity appends the filename to Application.persistentDataPath. Passing "capture.png" therefore stores the image in the app’s persistent-data location rather than beside your project files. Use your app’s normal file-sharing, upload or gallery workflow to expose the file to users.
Windows and macOS Editor
In the Windows and macOS Editors, a relative filename is resolved relative to the Unity project directory—the folder that contains Assets. To make the destination explicit and consistent with runtime storage, build an absolute path with Application.persistentDataPath:
using System.IO;
using UnityEngine;
public class SaveScreenshot : MonoBehaviour
{
public void Save()
{
string path = Path.Combine(Application.persistentDataPath, "capture.png");
ScreenCapture.CaptureScreenshot(path);
Debug.Log("Requested screenshot: " + path);
}
}
Other platforms
Unity 6.0 summarizes non-mobile platforms as using a path relative to the project directory. Because editor and player behavior can differ by target and Unity version, verify the resolved path on the platform you ship instead of assuming that an Editor-relative path will be portable.
Generate unique filenames and avoid accidental overwrites
The API does not create versioned names for you. Add a timestamp or an incrementing identifier before calling it:
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using System;
using System.IO;
using UnityEngine;
public class TimestampedScreenshot : MonoBehaviour
{
public void SaveScreenshot()
{
string fileName = "shot_" + DateTime.UtcNow.ToString("yyyyMMdd_HHmmss_fff") + ".png";
string path = Path.Combine(Application.persistentDataPath, fileName);
ScreenCapture.CaptureScreenshot(path);
Debug.Log("Screenshot path: " + path);
}
}
Use a filename extension that reflects the output you want. Unity’s documented example and guidance use .png for PNG screenshots.
Increase resolution with superSize
The integer overload accepts a scale factor, not a target pixel width. If the normal output is 1,920 × 1,080, a superSize of 2 requests 3,840 × 2,160, while 4 requests 7,680 × 4,320. The larger image consumes more memory and takes longer to write, so use the smallest factor that meets your requirement.
using System.IO;
using UnityEngine;
public class HighResolutionScreenshot : MonoBehaviour
{
public void SavePrintCapture()
{
string path = Path.Combine(Application.persistentDataPath, "print_capture.png");
ScreenCapture.CaptureScreenshot(path, 4);
}
}
Test high factors on the slowest device you support. A large render target can increase memory pressure and file-I/O time even when the game’s ordinary frame rate is acceptable.
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Capture stereoscopic output
For a stereoscopic application, use the overload that accepts ScreenCapture.StereoScreenCaptureMode:
using System.IO;
using UnityEngine;
public class StereoScreenshot : MonoBehaviour
{
public void SaveStereoCapture(ScreenCapture.StereoScreenCaptureMode mode)
{
string path = Path.Combine(Application.persistentDataPath, "stereo.png");
ScreenCapture.CaptureScreenshot(path, mode);
}
}
The correct mode depends on how your project renders stereo views; Unity’s API reference defines the available enum values, but does not prescribe one value for every stereoscopic project.
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Understand what is actually captured
- Final screen output: the screenshot represents what the user sees after the frame is rendered.
- Multiple cameras: if several cameras contribute to the display, their combined output is captured. The API is not a “capture this camera” method.
- Existing file: a capture at an existing destination replaces that file.
- Timing: do not assume that calling the method means the file is already available on every platform.
Android timing: treat the save as asynchronous
On Android, CaptureScreenshot returns immediately while Unity continues writing the image in the background. Unity states that the file is saved after a few seconds. Code that uploads, shares or opens the image must therefore wait for a reliable completion condition rather than reading the path on the next line.
A simple polling approach is suitable when you control the storage path and can tolerate a timeout:
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using System.IO;
using UnityEngine;
public class AndroidScreenshotWatcher : MonoBehaviour
{
public IEnumerator CaptureAndWait()
{
string path = Path.Combine(Application.persistentDataPath, "android_capture.png");
ScreenCapture.CaptureScreenshot(path);
float deadline = Time.realtimeSinceStartup + 15f;
while (Time.realtimeSinceStartup < deadline)
{
if (File.Exists(path))
{
Debug.Log("Screenshot file is present: " + path);
// Start your upload or share operation here.
yield break;
}
yield return new WaitForSecondsRealtime(0.25f);
}
Debug.LogError("Screenshot was not found before the timeout: " + path);
}
}
File existence is a useful basic check, but an application that needs stronger guarantees should add its own validation (for example, checking that the file length is non-zero) before handing the image to another subsystem.
Common problems and fixes
“The method does not exist” or a casing error
Use ScreenCapture.CaptureScreenshot exactly, including the capital letters. Add using UnityEngine; or qualify the type as UnityEngine.ScreenCapture. The title’s captureScreenShot spelling is not a documented Unity member.
The screenshot is saved somewhere unexpected
Log the absolute path you pass to the method. Relative paths resolve differently in the Editor, on mobile and in players. For a known location, combine Application.persistentDataPath with the filename and inspect the resulting string in the device log.
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A previous image disappeared
That is the documented overwrite behavior. Generate unique names, or move the completed file to an archive location before requesting another capture.
The file is missing immediately on Android
Android capture is asynchronous. Delay the consumer, poll for the file with a timeout, and handle the failure branch rather than assuming the write finished when the method returned.
The image includes more or less than one camera view
CaptureScreenshot records the final screen composition. Review every camera, canvas and post-processing layer that contributes to that display; selecting a single camera is not an option of this API.
The high-resolution capture causes slowdowns
Reduce superSize, capture less frequently, and test on target hardware. A scale factor multiplies both dimensions, so the number of pixels grows faster than the factor alone suggests.
The stereo result is not the expected eye
Pass the StereoScreenCaptureMode value that matches your rendering arrangement. Confirm the project’s stereo configuration and test each supported mode in a build.
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Performance, reliability and operational advice
- Capture on demand: screenshots are disk operations; avoid requesting one every frame.
- Keep paths deterministic: use
Path.Combineand log the final string so support staff can locate files. - Plan for storage: high-resolution PNGs can be large. Delete or move old captures according to your app’s retention policy.
- Separate request from consumption: especially on Android, let a watcher or platform-specific completion path notify your uploader or sharing UI.
- Test each target: editor-relative paths, mobile persistent storage and player behavior are not interchangeable.
The method itself is part of Unity’s API and does not require a separate capture device or paid accessory. Your project still needs whatever storage, upload service or sharing integration you choose to add around it.
Or skip the browser setup
If your goal is to capture a public web page rather than Unity’s rendered game screen, ScreenshotNeo provides a website screenshot API and MCP server. One GET request returns a PNG, JPEG, WebP or PDF. Before capture it accepts the cookie or consent banner like a visitor and removes more than 60 known consent platforms, newsletter popups and chat widgets; each cleanup step can be disabled.
Only clean shots are billed. Bot checks or CAPTCHAs, blank pages, timeouts, failed loads and cache hits cost nothing, and each response reports the result through the X-Page-Verdict and X-Billed headers. Its MCP server exposes take_screenshot, get_page_info and capture_pdf tools to Claude, Cursor and other MCP clients.
Use the ScreenshotNeo API documentation for all parameters. The basic cURL call is:
curl -G "https://api.screenshotneo.com/v1/shot" -d access_key=YOUR_API_KEY --data-urlencode url=https://stripe.com -o shot.webp
The same request in Python:
import requests
r = requests.get("https://api.screenshotneo.com/v1/shot", params={"access_key": "YOUR_API_KEY", "url": "https://stripe.com"}, timeout=90)
open("shot.webp", "wb").write(r.content)
And in Node.js:
const q = new URLSearchParams({ access_key: 'YOUR_API_KEY', url: 'https://stripe.com' });
const res = await fetch(`https://api.screenshotneo.com/v1/shot?${q}`);
ScreenshotNeo includes full-page capture with lazy images loaded, CSS-selector element capture, dark mode, 12 device presets plus custom viewports, retina scale, PDF paper and page-range controls, custom CSS and JavaScript, pre-capture clicks, hidden selectors, waits for selectors, delays or network idle, request and resource blocking, custom headers, cookies, user agents and Authorization, timezone and geolocation, transparent backgrounds, resizing, configurable-TTL caching, signed links, asynchronous jobs with signed webhooks, bulk capture for up to 100 URLs per call, a usage API and an OpenAPI specification. Parameter names used by other screenshot APIs also work to ease migration.
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The Bottom Line
For a Unity game screenshot, call ScreenCapture.CaptureScreenshot with a deliberate path and filename. Use superSize only when you need larger dimensions, select the stereo overload for stereoscopic output, and on Android wait for the file because saving continues after the call returns.
Quick Recap
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