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Stopping ANYTHING from running...?
Hi,
I've written a system which renders stereo equirectangular images to a very high quality from Unity projects.
Each frame takes a very long time to render (around 24 minutes at 4k). This is fine, as it's an off-line system. The issue is, when I plug this into a pre-existing Unity project, it seems that the project still tries to update at faster than 1 frame at a time. As such, when I'm attempting to render a sequence of these captures, I don't get 'one per frame' - I get sizable jumps between frames which isn't what I wanted.
The system runs in 'LateUpdate' and sets time.timescale to zero before the process begins, and resets it to 1 post the process. This still isn't working.
All I can think is that this is some kind of 'frame rate correction' thing in Unity. I've looked at the 'target framerate' setting, but this only supports integers, so it seems I won't be able to set it to 'one frame every 25 minutes' :-P
Anyone have any ideas? The system runs using multiple 'while' loops, so I expected that to stall all progress, but that's clearly not the case. Unfortunately I cannot see any other way to achieve what I'm trying to, which is a little irritating as I need to achieve this for work.
Any help much appreciated!
Cheers,
SB
would System.Threading.Sleep(25*50*1000); be a solution? this will Halt EVERYTHING on that Thread though. unless you start your processing on a another thread(not sure how unity will respond to this, so use with caution), but its a really painful work around.
I will give it a try, but I don't think it will. I still need the render thread to run, as well as whatever thread my rendering process is using (if that stops, the project just pauses for 25 $$anonymous$$utes, producing nothing! :) ).
I'll have a play around with it... :)
Nope - doesn't work. Would need to run the offline renderer on a different thread, as well as the renderthread, but completely pause the main thread. Won't work, unfortunately... :(
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