A special case of time management is where you want to record gameplay as a video. Since the task of saving screen images takes considerable time, the game’s normal frame rate is reduced, and the video doesn’t reflect the game’s true performance.
To improve the video’s appearance, use the Capture Framerate property. The property’s default value is 0, for unrecorded gameplay. When you set the property’s value to anything other than zero, game time is slowed and the frame updates are issued at precise regular intervals for the purposes of recording. The interval between frames is equal to 1 / Time.captureFramerate
, so if you set the value to 5.0 then updates occur every fifth of a second. With the demands on frame rate effectively reduced, you have time in the Update function to save screenshots or take other actions:
//C# script example
using UnityEngine;
using System.Collections;
public class ExampleScript : MonoBehaviour {
// Capture frames as a screenshot sequence. Images are
// stored as PNG files in a folder - these can be combined into
// a movie using image utility software (eg, QuickTime Pro).
// The folder to contain our screenshots.
// If the folder exists we will append numbers to create an empty folder.
string folder = "ScreenshotFolder";
int frameRate = 25;
void Start () {
// Set the playback frame rate (real time will not relate to game time after this).
Time.captureFramerate = frameRate;
// Create the folder
System.IO.Directory.CreateDirectory(folder);
}
void Update () {
// Append filename to folder name (format is '0005 shot.png"')
string name = string.Format("{0}/{1:D04} shot.png", folder, Time.frameCount );
// Capture the screenshot to the specified file.
Application.CaptureScreenshot(name);
}
}
Using this technique improves the video, but can make the game much harder to play. Try different values of Time.captureFramerate to find a good balance.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.