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{
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"displayName":"Screenshot Capture Sample",
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#if UNITY_EDITOR
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using System.IO;
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using UnityEditor.Recorder;
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using UnityEditor.Recorder.Input;
|
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namespace UnityEngine.Recorder.Examples
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{
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/// <summary>
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/// This example shows how to set up a recording session via script.
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/// To use this example, add the CaptureScreenShotExample component to a GameObject.
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///
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/// Entering playmode will display a "Capture ScreenShot" button.
|
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///
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/// Recorded images are saved in [Project Folder]/SampleRecordings
|
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/// </summary>
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public class CaptureScreenShotExample : MonoBehaviour
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{
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RecorderController m_RecorderController;
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void OnEnable()
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{
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var controllerSettings = ScriptableObject.CreateInstance<RecorderControllerSettings>();
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m_RecorderController = new RecorderController(controllerSettings);
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var mediaOutputFolder = Path.Combine(Application.dataPath, "..", "SampleRecordings");
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// Image
|
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var imageRecorder = ScriptableObject.CreateInstance<ImageRecorderSettings>();
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imageRecorder.name = "My Image Recorder";
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imageRecorder.Enabled = true;
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imageRecorder.OutputFormat = ImageRecorderSettings.ImageRecorderOutputFormat.PNG;
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{
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OutputWidth = 3840,
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OutputHeight = 2160,
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};
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// Setup Recording
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controllerSettings.AddRecorderSettings(imageRecorder);
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controllerSettings.SetRecordModeToSingleFrame(0);
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}
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void OnGUI()
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{
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if (GUI.Button(new Rect(10, 10, 150, 50), "Capture ScreenShot"))
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{
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m_RecorderController.PrepareRecording();
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m_RecorderController.StartRecording();
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}
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}
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Loading…
Reference in New Issue