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Game2026.10.15 · 2 min read

Three of a Climb Devlog #6: Highscore Snapshot

Three of a Climb Devlog #6: Highscore Snapshot
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This time I added a highscore snapshot, like the one in Crossy Road: every new record gets a photo of the moment you died, ready to share.

How it works

When you die on a new record, the screen flashes white, a card slides up with a picture of your run, and a Share button opens the system share sheet. Here is how it's built, step by step.

1. One camera, one texture, one PNG

I added one extra camera that renders the world and the share card together, straight into a render texture. That texture is then saved as a PNG.

2. Render it exactly once

The camera stays disabled. When you die, URP renders it a single time with SubmitRenderRequest:

var request = new UniversalRenderPipeline.SingleCameraRequest();
request.destination = shareRT;
RenderPipeline.SubmitRenderRequest(shareCamera, request);

3. Delay the shot

If the capture happens the instant you die, the goat is still standing. A short real-time delay catches it mid-air, upside down, which makes a much better photo:

yield return new WaitForSecondsRealtime(0.35f);

4. Screen flash

A quick white flash plus a shutter sound makes it feel like a real photo.

5. The dark capture

The first captures came out dark, with a grey watermark. The fix was changing the render texture format from R8G8B8A8_UNORM to R8G8B8A8_SRGB.

6. Sharing

The share sheet is opened with the NativeShare plugin by yasirkula, which handles Android and iOS from one call: github.com/yasirkula/UnityNativeShare.

last edited 2026.10.15
← previousThree of a Climb Devlog #5: Main Menu, Daily & Weekly Challengesnext →Three of a Climb Devlog #7: Skin collection
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