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How to render frame by frame?
I have a animated camera which has 70 frames. I need to save images of exactly 70 frames of the camera into png files. So in a way it has to be CPU-speed independent. Is it even possible to tell unity don't go to the next frame unless I tell you so, so that I make sure I'm not having missed frames?
Answer by MaT227 · May 12, 2014 at 01:55 PM
You can try to capture the screen in the OnRenderImage function. I suggest you to look at the MonoBehaviour functions. Here is also an interesting topic: Efficiently capturing rendered images ?
And here you can try setting your framerate using Application.targetFrameRate.
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