- Unity Recorder V1.0 User Manual
- Namespace UnityEditor.Recorder
- Unity Recorder V1.0 User Manual
- Namespace UnityEngine.Recorder
GitHub 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. It automatically records the last few seconds of gameplay and lets you save to a GIF file on demand, like the game TowerFall Ascension does. The included demo should get you started. For more advanced features, browse the Moments. Recorder source code, it's heavily commented. Here's a preview of the output quality. 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. A quick GIF replay recorder for Unity. C Branch: master. Find file. Sign in Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Latest commit 3b8a Dec 11, Tested with Unity 4. Pull requests are welcomed! License Zlib see License. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Moments Recorder. Apr 18, License update.
GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. Here is a link to watch the video recorded on Windows. This is just a simple demo scene I've been using to test with. As you can see it starts off sort of clear, but then proceeds to get blurry. Or here is a screenshot of the output:. The same thing also happens on Mac. It's not as blurry, but it's still has some major artifacting issues. Here is a zoomed-in screenshot Mac :. Since this video has high motion, it needs a much higher bitrate and ideally, a 2-pass encoding. This is also reproducible when I try to record video using the MediaEncoder. AddFrame directly, so perhaps this is unrelated to GenericFrameRecorder specifically? I went ahead and filed an issue in FogBugz as well. Windows 10 and macOS sierra Yeah, this seems to be more of a general Unity MediaEncoder issue. I wish they offered more direct control of the bitrate. For now, I've just switched over to exporting a frame sequence in the GenericFrameRecorder and then manually encoding to video with FFMpeg afterwards. Hey guys, any updates yet? I got the same problem with my recordings In case this helps at all I ran into this issue after updating Unity to
Unity Recorder V1.0 User Manual
GitHub 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 project can make you recording animations in runtime with Unity, and can save into. Though Maya has its own physic simulator, but unity is much faster and can easily control detail movement through scripts. Copy just copy Unity Runtime Recorder folder into your Asset folder and it's ready to go. If you want to see same sample you can also copy DemoAssets folder. Here is a short video demo. Pretty much the same as Unity Anim Saver. Additionally, you have to select an. My script doesn't generate model informations for maya, it only record animation data and append them at the end of. If you want to export the meshes you make in Unity, you can try Export2Maya which is a nice plugin I use before. But since this section explains the problem and the solution, so not remove it. Unity and Maya treat spines differently, which sometimes cause issues when you exporting animation with SkinnedMesh. In Maya, there is an additional "Joint Orient". The actual spine rotation is the sum of transform rotation and joint orient. But since Unity doesn't have this attribute, the transform rotation values in Unity is alreay the sum value. While this plugin is recording the values in Unity, the joint orient values will add once more in Maya, cause the recorded result weird. In order to record animation correct, we have to make every spines' "joint orient" values to 0,0,0. And here is a tutorial video if you not sure how to do it. But for now, there is some memory issue, can't export too complex objects. If you want to simulate with a big amount of objects, you might ecountered lag. You just need to adjust the Time.