So I did a small research on the CaptureService.
The question was, can you take a screenshot from any position without too many side effects?
The first thing that came to my mind was swapping the camera for another, making a capture and returning to the normal camera. (It’s possible to change the current camera to another camera)
The project was made on TypeScript, the examples will be on TypeScript.
The final code for this will be in Luau and TypeScript
Tip:
() => {} in TS means
function() end in Luau
To do this, we cannot take the camera from the Player for too long.
The idea was to change the camera before the screenshot
and then restore it in the CaptureScreenshot function
//set camera here
CaptureService.CaptureScreenshot((temp_image_id: string) =>{
//restore camera here
})
but if we benchmark it, you will see that it takes a gigantic amount of time between these 2 events
It takes 8 frames!
//set camera here
const start = os.clock()
CaptureService.CaptureScreenshot((temp_image_id: string) =>{
const finish = os.clock();
print(finish - start); //takes upto 0.14 seconds = 8 frames
//restore camera here
})
We don’t want to take a camera for that long.
So we need a little bit different way of doing things.
I made an experiment where I found that CaptureService makes a screenshot only on the following frame (waits until the current ends) and then makes a screenshot during the render - in between PreRender and PreAnimation.
So to decrease the amount of frames it takes, we need to act only in one frame period.
As you know it waits until the next frame to start capture. We will just wait until the last RunService Event. And we will start executing the actions.
But when do we restore the camera if it takes 8 frames to send the temp_image_id to us?
The answer is right after the render. Our code looks like this
//wait til the frame ends and send the request
RunService.PostSimulation.Wait();
//set camera
//Makes a screenshot only on the next frame
CaptureService.CaptureScreenshot((temp_image_id: string) => {
//get an image
});
//comes right after Render so it takes only 1 frame for it to return the camera;
RunService.PreAnimation.Wait();
//restore camera
Then how do we pass the image_id further? We can use a Bindable event and just wait for the result.
//we don't even need to put a parent to the BindableEvent, we can connect directly
const done_event: BindableEvent<(image_id: string) => void> = new Instance("BindableEvent");
//start of the function
CaptureService.CaptureScreenshot((temp_image_id: string) => {
done_event.Fire(temp_image_id);
});
//end of the function
//returns the temp_image_id after finished;
return done_event.Event.Wait()[0];
The final code looks like
Luau
-- Compiled with roblox-ts v2.3.0
local CaptureService = game:GetService("CaptureService")
local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")
local ScreenShoter = {}
do
local _container = ScreenShoter
local flash_camera = Instance.new("Camera", Workspace)
flash_camera.CameraType = Enum.CameraType.Scriptable
local done_event = Instance.new("BindableEvent")
local function MakeAScreenShotAtCFrame(cframe)
--cashing the camera to put the new camera at the cframe;
local cashed_camera = Workspace.CurrentCamera
local cashed_camera_parent = cashed_camera.Parent
--wait til the frame ends and send the request
RunService.PostSimulation:Wait()
flash_camera.CFrame = cframe
Workspace.CurrentCamera = flash_camera
--Makes a screenshot only on the next frame
CaptureService:CaptureScreenshot(function(temp_image_id)
done_event:Fire(temp_image_id)
--get an image
end)
--comes right after Render so it takes only 1 frame for it to return the camera;
RunService.PreAnimation:Wait()
--camera changes Parent to nil if was changed
--restores the original camera Parent;
cashed_camera.Parent = cashed_camera_parent
Workspace.CurrentCamera = cashed_camera
return (done_event.Event:Wait())
end
_container.MakeAScreenShotAtCFrame = MakeAScreenShotAtCFrame
end
return {
ScreenShoter = ScreenShoter,
}
TS
import { CaptureService, RunService, Workspace } from "@rbxts/services";
export namespace ScreenShoter {
const flash_camera = new Instance("Camera", Workspace);
flash_camera.CameraType = Enum.CameraType.Scriptable;
const done_event: BindableEvent<(image_id: string) => void> = new Instance("BindableEvent");
export function MakeAScreenShotAtCFrame(cframe: CFrame) {
//cashing the camera to put the new camera at the cframe;
const cashed_camera = Workspace.CurrentCamera!;
const cashed_camera_parent = cashed_camera.Parent;
//wait til the frame ends and send the request
RunService.PostSimulation.Wait();
flash_camera.CFrame = cframe;
Workspace.CurrentCamera = flash_camera
//Makes a screenshot only on the next frame
CaptureService.CaptureScreenshot((temp_image_id: string) => {
done_event.Fire(temp_image_id);
//get an image
});
//comes right after Render so it takes only 1 frame for it to return the camera;
RunService.PreAnimation.Wait();
//camera changes Parent to nil if was changed
//restores the original camera Parent;
cashed_camera.Parent = cashed_camera_parent;
Workspace.CurrentCamera = cashed_camera;
return done_event.Event.Wait()[0];
};
}
I would like to tell you about some bugs that I found.
- If you are taking a capture twice in a frame it’s going to stop CaptureService (fix Restart Studio)
- EditableImage made with AssetService exceeds the size limit of 1024 (1430 x 770)
- You are not able to delete the temp files and that just stacks in the RAM (each image is 200 - 300kb) (fix Restart Studio, it occupies a lot of RAM immediately after ~500 MB)
- Capture Service refuses to work if you clean up memory with software like MSI Center (fix Restart Studio)
If you are able, can you send this pls to the bug report?
If you have any ideas about where it could be useful, could you tell me? I’m very curious