ScreenshotMovie

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(Changed output filename in each script to be in the form “shot 0005.png” instead of “0005 shot.png” because professional apps that recognize image sequences more commonly look for the sequence number at the end (Photoshop included).)
(Added an `int sizeMultiplier` field to each script which simply exposes Application.CaptureScreenshot's second argument)
Line 20: Line 20:
 
var folder = "ScreenshotMovieOutput";
 
var folder = "ScreenshotMovieOutput";
 
var frameRate = 25;
 
var frameRate = 25;
 +
var sizeMultiplier : int = 1;
  
 
private var realFolder = "";
 
private var realFolder = "";
Line 44: Line 45:
  
 
     // Capture the screenshot
 
     // Capture the screenshot
     Application.CaptureScreenshot (name);
+
     Application.CaptureScreenshot (name, sizeMultiplier);
 
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
Line 63: Line 64:
 
public string folder = "ScreenshotMovieOutput";
 
public string folder = "ScreenshotMovieOutput";
 
public int frameRate = 25;
 
public int frameRate = 25;
 +
public int sizeMultiplier = 1;
  
 
private string realFolder = "";
 
private string realFolder = "";
Line 90: Line 92:
  
 
// Capture the screenshot
 
// Capture the screenshot
Application.CaptureScreenshot(name);
+
Application.CaptureScreenshot(name, sizeMultiplier);
 
}
 
}
 
}
 
}
Line 107: Line 109:
 
public folder as string = "ScreenshotMovieOutput"
 
public folder as string = "ScreenshotMovieOutput"
 
public frameRate as int = 25
 
public frameRate as int = 25
 +
public sizeMultiplier as int = 1
 
public captureEnabled as bool = false
 
public captureEnabled as bool = false
 
 
Line 134: Line 137:
 
 
 
# Capture the screenshot
 
# Capture the screenshot
Application.CaptureScreenshot(name)
+
Application.CaptureScreenshot(name, sizeMultiplier)
 
</syntaxhighlight>
 
</syntaxhighlight>

Revision as of 01:06, 18 March 2014

Description

This script saves a sequence of images when you hit play. Framerate will run at a constant rate (And game time adjusted). When complete you can import the image sequence into quicktime pro to create a movie out of it.

Use

Create a new javascript file in your Unity Project. (It does not have to be in an "Editor" folder.)

Name it "ScreenshotMovie".

Attach it to the camera you wish to record from.

Adjust settings to your liking.

Hit play and it should dump out image files. They will be in your project's root folder, so they will not appear in the Unity Editor.

// The folder we place all screenshots inside.
// If the folder exists we will append numbers to create an empty folder.
var folder = "ScreenshotMovieOutput";
var frameRate = 25;
var sizeMultiplier : int = 1;
 
private var realFolder = "";
 
function Start () {
    // Set the playback framerate!
    // (real time doesn't influence time anymore)
    Time.captureFramerate = frameRate;
 
    // Find a folder that doesn't exist yet by appending numbers!
    realFolder = folder;
    count = 1;
    while (System.IO.Directory.Exists(realFolder)) {
        realFolder = folder + count;
        count++;
    }
    // Create the folder
    System.IO.Directory.CreateDirectory(realFolder);
}
 
function Update () {
    // name is "realFolder/shot 0005.png"
    var name = String.Format("{0}/shot {1:D04}.png", realFolder, Time.frameCount );
 
    // Capture the screenshot
    Application.CaptureScreenshot (name, sizeMultiplier);
}



CSharp version.

using UnityEngine;
 
public class ScreenshotMovie : MonoBehaviour
{
	// The folder we place all screenshots inside.
	// If the folder exists we will append numbers to create an empty folder.
	public string folder = "ScreenshotMovieOutput";
	public int frameRate = 25;
	public int sizeMultiplier = 1;
 
	private string realFolder = "";
 
	void Start()
	{
		// Set the playback framerate!
		// (real time doesn't influence time anymore)
		Time.captureFramerate = frameRate;
 
		// Find a folder that doesn't exist yet by appending numbers!
		realFolder = folder;
		int count = 1;
		while (System.IO.Directory.Exists(realFolder))
		{
			realFolder = folder + count;
			count++;
		}
		// Create the folder
		System.IO.Directory.CreateDirectory(realFolder);
	}
 
	void Update()
	{
		// name is "realFolder/shot 0005.png"
		var name = string.Format("{0}/shot {1:D04}.png", realFolder, Time.frameCount);
 
		// Capture the screenshot
		Application.CaptureScreenshot(name, sizeMultiplier);
	}
}



Boo version. I added a toggle that defaults to off so you don't need to add and remove it from a camera when it's not needed to capture.

import UnityEngine
 
class ScreenshotMovie (MonoBehaviour): 
 
	public folder as string = "ScreenshotMovieOutput"
	public frameRate as int = 25
	public sizeMultiplier as int = 1
	public captureEnabled as bool = false
 
	private realFolder as string
 
	def Start ():
		if captureEnabled:
			# Set the playback framerate
			# (real time doesn't influence time anymore)
			Time.captureFramerate = frameRate
 
			# Find a folder that doesn't exist yet by appending numbers
			realFolder = folder
			count as int = 1
			while System.IO.Directory.Exists(realFolder):
 
				realFolder = folder + count
				count += 1
 
			# Create the folder
			System.IO.Directory.CreateDirectory(realFolder)
 
	def Update ():
		if captureEnabled:
			# name is realFolder/shot 0005.png
			name = string.Format("{0}/shot {1:D04}.png", realFolder, Time.frameCount)
 
			# Capture the screenshot
			Application.CaptureScreenshot(name, sizeMultiplier)
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