using System.IO; using UnityEngine; public class TextureSaver { public static string NewSaveImage(Texture2D tex, string name, string imgFormat = ".png") //, bool IsGTX = false) { byte[] bytes = tex.EncodeToPNG(); var dirPath = "folder path"; if (!Directory.Exists(dirPath)) { Directory.CreateDirectory(dirPath); } Debug.Log(dirPath); string filePath = Path.Combine(dirPath, "-", name); File.WriteAllBytes(filePath + imgFormat, B83.Image.PNGTools.ChangePPI(bytes, 300, 300)); return filePath + imgFormat; /* if (IsGTX) { System.Diagnostics.Process process; process = System.Diagnostics.Process.Start("GTX4CMD", "print -X \"work.xml\" -I \""+ dirPath + name + ".png" + "\" -A \"" + dirPath + name + ".arx4"+ "\" -R 2514"); Debug.Log("print -X \"work.xml\" -I \"" + dirPath + name + ".png" + "\" -A \"" + dirPath + name + ".arx4" + "\" -R 2514"); process.WaitForExit(); process.Close(); } /* string localPath = "PrintingImages/" + SaveLoadPlace.GetOrderID() + "/"; if (!Directory.Exists(localPath)) { Directory.CreateDirectory(localPath); } File.WriteAllBytes(localPath + name + ".png", B83.Image.PNGTools.ChangePPI(bytes, 300, 300));*/ } }