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    Getting started

    Tracking tips

    • AR camera tracking involves image analysis, which requires a clear image. Patterned surfaces are best.

    • Tracking quality is reduced when the camera can’t see details, such as when the camera is pointed at a blank wall or the scene is too dark.

    • Walk around the environment a bit before trying to record a performance.

    Optimal editor layout

    There is a performance cost for every editor window that is visible. To prevent hitching, use a custom editor layout when capturing data from the device. The layout should only have a Game View and a Connections window visible.

    image

    Setting up the Take Recorder

    1. Create a new GameObject with a Take Recorder component by going to Menu > GameObject > Live Capture > Take Recorder.
    2. Set the shot name using the Shot field in the Take Recorder component.
    3. Select an output directory using the Directory field in the Take Recorder component.

    Setting up a scene with the Virtual Camera

    Using the basic Virtual Camera Actor

    A setup that uses the Camera component.

    1. Disable any active cameras in the scene.
    2. Add the Virtual Camera Actor by going to Menu > GameObject > Create > Live Capture > Camera > Virtual Camera Actor.

    Using the Cinemachine Camera Actor

    Currently Cinemachine is used to drive special camera settings and camera position and aim damping.

    1. Add the Cinemachine Camera Actor by going to Menu > Assets > Create > Live Capture > Camera > Cinemachine Camera Actor.

    Creating a Virtual Camera Device

    1. In the Take Recorder component, click on the + button from the Capture Devices list.
    2. Select Virtual Camera Device to create a child GameObject with a Virtual Camera Device component.
    3. In the newly created VirtualCameraDevice component, set a Virtual Camera Actor into the Actor field.
    4. In the same VirtualCameraDevice component, select a connected client from the Client Device dropdown.

    You are now ready to record Takes with your Companion App.

    Render pipeline compatibility

    Feature Built-in Render Pipeline Universal Render Pipeline (URP) High Definition Render Pipeline (HDRP)
    Depth Of Field Yes (1, 2) Yes (2) Yes
    Film Format Yes Yes Yes
    Focus Plane Yes Yes Yes
    Video Streaming Yes Yes Yes

    Notes:

    1. Depends on the Post-Processing Stack V2. The feature will only be activated if com.unity.postprocessing is installed.
    2. At the moment Depth Of Field is only supported when using the basic Virtual Camera Actor (as opposed to the Cinemachine variant).
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