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Question by ogasa · Aug 24, 2018 at 02:59 AM · capturecapturescreenshot

CaptureScreenshot & physical simulation

When "CaptureScreenshot" is used, the result of the physical simulation changes. Is there a way to avoid this? I attach the following script to the Main Camera.

 using UnityEngine;
 using System.Collections;
 
 public class ScreenRecorder : MonoBehaviour
 {
     public int framerate = 30;
     public int superSize;
     public bool autoRecord;
     public int rate30 = 1;
 
     int frameCount;
     bool recording;
 
     void Start ()
     {
         if (autoRecord) StartRecording ();
     }
 
     void StartRecording ()
     {
         System.IO.Directory.CreateDirectory ("Capture");
         Time.captureFramerate = framerate;
         frameCount = -1;
         recording = true;
     }
 
     void Update ()
     {
         if (recording)
         {
             if (Input.GetMouseButtonDown (0))
             {
                 //recording = false;
                 //enabled = false;
             }
             else
             {
                 if (frameCount > 0 && frameCount % rate30 == 0)
                 {
                     var name = "Capture/frame" + (frameCount/rate30).ToString ("0000") + ".png";
                     ScreenCapture.CaptureScreenshot (name, superSize);
                 }
 
                 frameCount++;
 
                 if (frameCount > 0 && frameCount % 30 == 0)
                 {
                     Debug.Log ((frameCount / 30).ToString() + " seconds elapsed.");
                 }
             }
         }
     }
 
     void OnGUI ()
     {
         if (!recording && GUI.Button (new Rect (0, 0, 200, 50), "Start Recording"))
         {
             StartRecording ();
             Debug.Log ("Click Game View to stop recording.");
         }
     }
 }
 

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avatar image Sabre-Runner · Aug 24, 2018 at 03:19 AM 0
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It looks like you're trying to record video and Unity doesn't have a good built-in solution for that. Try NatCorder. It works well for me.

avatar image ogasa Sabre-Runner · Aug 24, 2018 at 03:47 AM 0
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Thank you! I'll try

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