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  • License
    Apache License 2.0
  • Created about 6 years ago
  • Updated over 4 years ago

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Repository Details

The project goal is to let Unity developers record GIFs of gameplay of their game for easy sharing between friends.

Introduction

Now with scriptable render pipeline support!
The project goal is to let Unity developers record GIFs of gameplay of their game for easy sharing between friends. After adding asset to your project, you'll have access to all the source codes, feel free to improve it. If you wonder how to use recorded content, check out our SDK at https://getsocial.im.

Sample

Integration guide

Setup

  1. Copy Assets/GetSocialCapture folder to your project
  2. Add GetSocialCapture script to any of your Game components. By default GetSocialCapture records Main Camera's rendered content. If you want to change this, set a different Camera instance to Captured Camera variable.
  3. If you want to show a preview of the recorded content add GetSocialCapturePreview Prefab to any of your screens.
  4. You're all set, let's record something.

Recording

There are 2 different ways to create a recording, which can be selected using captureMode property:

  • Continuous, when script records camera's content at a rate configured in captureFrameRate property and keeps the last n frames, specified by maxCapturedFrames property.
  • Manual, when script records camera's content at the time when CaptureFrame() method is called. This mode is useful e.g. in puzzle games and for making timelapse videos.

To finish a recording call StopCapture() method. Until you start a new session by calling StartCapture, the existing recording can be resumed, you only need to call ResumeCapture. When you recorded everything you wanted, call GenerateCapture to generate the final gif file.

Example - Continuous mode

...

public GetSocialCapture capture;

...

// start recording if something interesting happens in the game
void RecordAction() 
{
    capture.StartCapture();
}

// stop recording
void ActionFinished()
{
    capture.StopCapture();
    // generate gif
	capture.GenerateCapture(result =>
	{
        // use gif, like send it to your friends by using GetSocial Sdk
    });
}

Example - Manual mode

...

public GetSocialCapture capture;

...

void Awake()
{
    ...
    
    // set recording mode to `Manual`
    capture.captureMode = GetSocialCapture.GetSocialCaptureMode.Manual;
}

// start recording if when puzzle level starts
void StartLevel() 
{
    capture.StartCapture();
}

// record the actual screen, like when a piece is moved in puzzle
void RecordStep()
{
    capture.CaptureFrame();
}

// stop recording
void LevelFinished()
{
    capture.StopCapture();
    // generate gif
	Action<byte[]> result = bytes =>
	{
            // generated gif returned as byte[]

	    byte[] gifContent = result.ToArray();

            // use content, like send it to your friends by using GetSocial Sdk
	};  

	capture.GenerateCapture(result);
}

Customization

You configure the recording using the following parameters:

Parameters

  • captureFrameRate - Number of captured frames per second.
  • captureMode - Capture mode, can be Continuous or Manual.
  • maxCapturedFrames - Max. number of captured frames during the session.
  • playbackFrameRate - Number of displayed frames per second.
  • loopPlayback - Generated gif loops or played only once.

Hint

The length of recorded gif can be calculated using the following formula:

length = (maxCapturedFrames / captureFrameRate)  * (captureFrameRate  / playbackFrameRate)

Example - Quick

maxCapturedFrames = 50
captureFrameRate = 10
playback = 30
length = 1.5 sec

Quick

Example - Slow

maxCapturedFrames = 50
captureFrameRate = 30
playback = 10
length = 5 sec

Slow

Preview

If you want to display the recorded content in your game, add GetSocialCapturePreview Prefab to any of your screens. To start playback, call Play(), to stop playback call Stop().

Example

...

public GetSocialCapture capture;
public GetSocialCapturePreview capturePreview;

....

// stop recording
void ActionFinished()
{
    capture.StopCapture();
    // show preview
    capturePreview.Play();
}

Customization

You can also customize playback:

Parameters

  • playbackFrameRate - Number of displayed frames per second.
  • loopPlayback - Preview loops or played only once.

The size and position of preview window can be changed in the Editor:

Preview