dig dug mockup and began setting up a recorder prefab

This commit is contained in:
spatialfree 2020-07-18 19:34:42 -07:00
parent f57b4512af
commit 1a6da03ae8
6 changed files with 152 additions and 1 deletions

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@ -130,7 +130,6 @@ public class AssetSpace
}
}
oldOffConRot = input.offCon.physical.Rot();
}

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@ -0,0 +1,44 @@
using UnityEngine;
using UnityEditor.Recorder;
[RequireComponent(typeof(Camera))]
public class Recorder : MonoBehaviour
{
// Make this a prefab, that way you can move it between scenes
[Header("References")]
public Mesh mesh;
public MeshRenderer viewFinderRend;
Camera cam;
RecorderController recorder;
void Start()
{
cam = GetComponent<Camera>();
RenderTexture viewTex = new RenderTexture(512, 256, 16, RenderTextureFormat.Default);
viewTex.Create();
viewFinderRend.material.mainTexture = cam.targetTexture = viewTex;
RecorderControllerSettings settings = new RecorderControllerSettings();
recorder = new RecorderController(settings);
recorder.PrepareRecording();
}
void Update()
{
// Need to interact spatially with it, so buttons on the camera?
// nah to imprecise? esp if the camera is moving...
// then how do we get it to play nice with existing controls...
// its just one button for now so we can squeeze it in somewhere
// Hook up to unity recorder system (only works in editor :/)
// Record
// recorder.StartRecording();
// End
// recorder.StopRecording();
// Pause (nice in theory annoying in practice *need to trim and adjust clips)
}
}

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@ -3,6 +3,7 @@
"com.unity.collab-proxy": "1.2.16",
"com.unity.ide.rider": "1.1.4",
"com.unity.ide.vscode": "1.1.3",
"com.unity.recorder": "2.2.0-preview.4",
"com.unity.test-framework": "1.1.3",
"com.unity.textmeshpro": "2.0.1",
"com.unity.timeline": "1.2.6",