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Frame capturing different passes but sometimes they won't match together

Discussion in 'Timeline' started by DJ_Kim, Jun 12, 2018.

  1. DJ_Kim

    DJ_Kim

    Joined:
    Feb 1, 2018
    Posts:
    9
    <Frame capturing different passes but sometimes they won't match together.>

    So, I am aware of the fact that Unity isn't really made for capturing stuffs, but screw me, I'm trying to.

    I have several passes, like glow, SSS, diffuse, etc...

    The problem is sometime they match so well like broken bones, but sometimes they won't!

    Since the capturing time is wasting almost half of my day, I really really need to make sure that they match when I render them out.

    Is there any option, setting that I can tell it to render in same exact frames?

    I personally did some research and found out about setting in "Playable Director" ,that under Update Method, change it from Game time to Unscaled game time? (not sure it's working though)

    If anyone has any idea please help me.

    Thank you.
     
  2. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    1,516
    You can set the time yourself using script.
    e.g.

    void FixedUpdate() {
    playableDirector.time += Time.fixedDeltaTime;
    playableDirector.Evaluate();

    }


    The limitation is that you won't have audio, but it sounds like an acceptable compromise in your case. Or you can try the recorder on the asset store.
     
  3. DJ_Kim

    DJ_Kim

    Joined:
    Feb 1, 2018
    Posts:
    9
    <Time.fixedDeltaTime>
    so this code will make all the passes match together?
    I mean even if I render different passes from another computer right?