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Question by AliAzin · Aug 16, 2010 at 10:58 AM · renderrealtimecapture

Is it possible to capture each rendered frame without missing frames?

Hi,

Is it possible to render some animation in unity in real time? I know I can capture some frames to PNG or can capture it with some software like fraps, but is there any way to make sure there is no missing frames and all frames have equal time between them.(just like rendering with maya or 3dsmax)

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Answer by jashan · Aug 16, 2010 at 11:06 AM

I'd say this depends on your hardware and the desired framerate; it also depends on how long the scene should be (i.e. how many frames it should have altogether), and of course, it depends on the resolution you want to have the images in. The tricky thing you might run into is that saving the images to disk might eventually slow things down. So, if you can keep all the rendered frames in memory until "it's done" and then store everything to disk, it should work very easily (unless you want super-high FPS or super-high resolution).

In any case, you definitely should cap the framerate (e.g. 30 FPS). Since Unity 2.6.1 there's a property for that, before, you could easily do it with a script using Thread.Sleep(...). If you don't do that, each frame will have a different "length" (however long it takes to render and save it) and that will make things difficult.

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Answer by Eric5h5 · Aug 16, 2010 at 02:45 PM

Use Time.captureFramerate, with a script like this.

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