GIF Animation Recorder properties
The GIF Animation Recorder generates an animated GIF file.
This page covers all properties specific to the GIF Animation Recorder type.
Note: To fully configure any Recorder, you must also set the global Recording Properties for the capture (properties shared with the other recorders, such as the frames to record).
The GIF Animation Recorder properties fall into three main categories:
Capture
Use this section to define the source and the content of your recording.
Property | Function | |
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Source | Specifies the input for the recording. | |
Targeted Camera | Records frames captured by a specific camera, even if the Game View does not use that camera. Selecting this option displays the Targeted Camera capture properties. |
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Render Texture Asset | Records frames rendered in a Render Texture. Selecting this option displays the Render Texture Asset capture properties. |
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Texture Sampling | Supersamples the source camera during the capture to generate anti-aliased images in the recording. Selecting this option displays the Texture Sampling capture properties. |
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Flip Vertical | When you enable this option, the Recorder flips the output image vertically. This is useful to correct for systems that output video upside down. |
Targeted Camera
These properties appear when you set Source to Targeted Camera.
Property | Function | |
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Camera | Specifies which camera the Recorder uses to capture the recording. Note: some options may not appear if you're using certain render pipelines (for example HDRP). |
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ActiveCamera | The Camera that is active when you launch the recording. | |
MainCamera | The Camera tagged with the MainCamera Tag. | |
TaggedCamera | A camera tagged with a specific Tag. If you select this option, you must enter a value in the Tag field. |
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Tag | Specifies which Camera Tag to look for when you set Camera to Tagged Camera. | |
Output Resolution | Allows you to set the dimensions of the recorded view using different methods. | |
Match Window Size | Matches the resolution and aspect ratio of the currently selected Game View. | |
[PRESET RESOLUTIONS] | Choose from several standard video resolutions such as FHD (1080p) and 4K (2160p). The numeric value represents the image height. To set the image width, you must select a specific Aspect Ratio. |
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Custom | Uses custom width and height values that you supply in the W and H fields. | |
Aspect Ratio | Specifies the ratio of width to height (w:h) of the recorded view when you set the Output Resolution to a preset resolution. | |
[PRESET ASPECT RATIOS] | Choose from several standard aspect ratios such as 16:9 (1.7778) and 4:3 (1.3333). | |
Custom | Uses custom aspect ratio that you supply in the displayed fields (w:h). | |
Include UI | Enable this option to include UI GameObjects in the recording. This option only appears when you set Source to ActiveCamera. |
Render Texture Asset
These properties appear when you set Source to Render Texture Asset.
Property | Function |
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Render Texture | Points to the render texture you want the Recorder to capture. |
Size | The actual dimensions (width x height) of the targeted Render Texture. |
Texture Sampling
These properties appear when you set Source to Texture Sampling.
Use this capture method when the Rendering Resolution has the same or higher resolution than the Output Resolution.
Property | Function | |
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Camera | Specifies which camera the Recorder uses to capture the recording. | |
ActiveCamera | The Camera that is active when you launch the recording. | |
MainCamera | The Camera tagged with the MainCamera Tag. | |
TaggedCamera | A camera tagged with a specific Tag. If you select this option, you must enter a value in the Tag field. |
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Tag | Specifies which Camera Tag to look for when you set Camera to Tagged Camera. | |
Aspect Ratio | The ratio of width to height of the recorded output. | |
Supersampling Grid | The size of the grid of sub-pixels to use for supersampling pattern. | |
Rendering Resolution | The vertical resolution of the input from which to sample. | |
Output Resolution | The vertical resolution of the recording to output to. |
Format
Use this section to set up the media format in which you need to save the recorded images.
Property | Function |
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Num Colors | The number of colors used in the GIF palette table. The maximum is 256 colors. Specify a smaller palette to reduce the size of the GIF file while reducing image quality. |
Keyframe Interval | The number of frames that share the same color palette. Increase this number to reduce the size of the GIF file while reducing image quality. |
Max Tasks | The number of frames to encode in parallel. If you increase this number, it might reduce the amount of time Unity takes to encode the GIF file. |
Output File
Use this section to specify the output Path and File Name pattern to save the recorded animation clip.
Note: Output File properties work the same for all types of recorders.