- Cinema Director
- Complete Guide for Capturing Video Frames on Windows PC or Mac
- Video recorder in the Editor
- Browse Assets
- Frames Per Second
Cinema DirectorGitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. This GitHub package is deprecated. The Recorder is a project that facilitates recording of Unity artifacts from Unity. The framework does not define what can be recorded, but defines a standard way of how to implement and setup a recorder and takes care of aspects common to all recorders time managenent, Timeline integration, record windows, etc. Extensibility is a prim concideration and since not all use cases can be thought of in advance, whenever relevant, the framework's base classes strive to offer an easy way to override the default beahviour of the system. Recorder types are detected at run time and made available to the recording framework dynamically. A key consideration is providing a uniform UX. By defining a standard pattern and basic classes, the framework can treat all recorders equally and display them consistently. Code reusability and easy of use for developers is also a prime consideration. As much as possible, modularization in a Lego mentality is promoted so that work done for one specific recorder, say MP4 recording, can be reused by an other type of recorder, say PNG or WAV recorders. Found a bug? Let us know and post an issue. Select the newly added slip. Edit the clip's settings. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Sign up. C ShaderLab. Branch: master. Find file. Sign in Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again.
Complete Guide for Capturing Video Frames on Windows PC or Mac
Video recorder in the Editor
New Unity Live Help updates. Check them out here! Discussion in ' Timeline ' started by MikeHergaardenJul 6, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Mar 9, Posts: Is this feature available somewhere? MikeHergaardenJul 6, Joined: Aug 5, Posts: JakubSmagaJul 6, AndreiKubyshkin likes this. Joined: Jun 22, Posts: 5. Thanks for this question and answer, I also noticed they mentioned it. After dowloading the feature from the Github source, how do I make it work? Just copy the files in my asset folder? Or do I need to do something else? JakubSmagaJul 10, Joined: Feb 28, Posts: I've tried to google the issue but there is no info out there. Have anyone had a success installing the extention? XaonJul 13, Joined: Nov 14, Posts: AndreiKubyshkinJul 13, Xaon likes this. Last edited: Jul 14, XaonJul 14, Joined: Mar 2, Posts: The easiest and official route to adding the Recorder to a project is through a package that comes with a release. The source code is not intended for direct use, but for development. Alpha 1, build 4, is the latest but they are getting updated fairly often these days and for the next couple of weeks expect. Sometimes multiples per day! The package also auto-detects FrameCapturer's presence and when it does, auto-unpacks integration scripts that enable the FrameCapturer's recorders. The integration scripts of the FrameCapturer's recorders is behind the actual FrameCaptuer's developement state.
In this tutorial we'll create a simple test scene and then measure its performance. We'll first examine the profiler, then we'll create our own frame rate counter. This tutorial requires a basic understanding of scripting in Unity. It has been made for Unity 5. If you're new, have a look at Constructing a Fractal first. We need a test scene. One that ideally covers both high and low performance situations. I suggest we create an atomic nucleus by fusing more and more nucleons together. As the nucleus gets bigger, performance will worsen. The nucleons will be simple spheres that will be attracted to the center of the scene, where they will bunch up and form a ball. This is of course not a correct representation of an atom, but that's not the point. We can model a nucleon with a default sphere and a custom Nucleon component. This component makes sure that a rigidbody is attached to its object and then simply pulls it towards the origin. The strength of the pull is determined by a configurable attraction force and the distance from the center. Create two nucleon prefabs using spheres, one for protons and another for neutrons. Give each a different material so they look distinct. We could suffice with only one nucleon type, but that's boring to look at. To spawn these nucleons we need to create another component, NucleonSpawner. It needs to know the time interval between spawns, how far away from the center to spawn, and what to spawn. Create an empty game object, attach a NucleonSpawner component, and configure it as you like. To spawn at regular intervals, we need to keep track of the time since the last spawn. We can do this with a simple FixedUpdate method.