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NatCorder - Video Recording API

Discussion in 'Assets and Asset Store' started by Lanre, Nov 18, 2017.

  1. timbokoppers

    timbokoppers

    Joined:
    Nov 14, 2016
    Posts:
    71
    I'm using ARFoundation, which show the front camera stream and on top of that the 3D face mesh. All looks good on iPhone and on iPad (different aspect ratio), no squeezing.
     

    Attached Files:

  2. Dotberrys

    Dotberrys

    Joined:
    May 29, 2019
    Posts:
    7
    Hey,

    I noticed that a new update was released 1.7 and I assumed updating it to the latest version will fix the recording issue, but now, I am unable to record the video on Android. Can you please help with the package for 1.6.6 or see how to sort this issue?

    If you need any details on this, i would be happy to provide.
     
  3. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
    3,971
    Do you have more information about the issue on NatCorder 1.7? I'll need specific details in order to be of any kind of assistance. As for the audio, can you share a recording file?
     
  4. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
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    I recommend filing a bug report with Unity because this sounds like a bug that shouldn't exist. In the mean time, you could record at the screen's aspect ratio to avoid any squeezing.
     
  5. Dotberrys

    Dotberrys

    Joined:
    May 29, 2019
    Posts:
    7
    Sure. Thanks for replying.

    I tested used your example "Replay Cam" scene in Android and normally when you press the hold the record button, you will see the red outer circle filing up indicating that the recording is in progress. But in the latest patch (1.7) holding the record button does nothing. In the below link I have placed the before and after videos for our reference.

    https://we.tl/t-rUlq3egD0L

    Also, please note that this issue is seen only on the Android device, I am yet to check this on iPhone. But when I run the "Replay Cam" scene in the unity editor it works just fine.

    For the audio sample recording file, please use the "After" video as it was recorded on my android device.
     
  6. timbokoppers

    timbokoppers

    Joined:
    Nov 14, 2016
    Posts:
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    Thanks will do. Will also test in a clean project with only NatCorder to see if it still exists there. But what woud be the best option to record only a partial rectangle of the screen? Like only the bottom part of the screen?
     
  7. monda

    monda

    Joined:
    May 14, 2015
    Posts:
    35
    Hi, I've updated to the new version as well but after updating my code, I got a null exception:

    Code (CSharp):
    1. ArgumentException: RenderTextureDesc msaaSamples must be 1, 2, 4, or 8.
    2. Parameter name: desc.msaaSamples
    3. UnityEngine.RenderTexture.ValidateRenderTextureDesc (UnityEngine.RenderTextureDescriptor desc) (at /Users/builduser/buildslave/unity/build/Runtime/Export/Graphics/Texture.cs:254)
    4. UnityEngine.RenderTexture.GetTemporary (UnityEngine.RenderTextureDescriptor desc) (at /Users/builduser/buildslave/unity/build/Runtime/Export/Graphics/Texture.cs:280)
    5. NatCorder.Inputs.CameraInput..ctor (NatCorder.IMediaRecorder recorder, NatCorder.Clocks.IClock clock, UnityEngine.Camera[] cameras) (at Assets/NatCorder/Plugins/Managed/Inputs/CameraInput.cs:48)
    6. VideoRecoding.OnRecordVideo () (at Assets/Content/Scripts/Media/VideoRecoding.cs:83)
    7. EventDelegate.Execute () (at Assets/NGUI/Scripts/Internal/EventDelegate.cs:476)
    8. EventDelegate.Execute (System.Collections.Generic.List`1[T] list) (at Assets/NGUI/Scripts/Internal/EventDelegate.cs:644)
    9. UIButton.OnClick () (at Assets/NGUI/Scripts/Interaction/UIButton.cs:248)
    10. UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
    11. UICamera:Notify(GameObject, String, Object) (at Assets/NGUI/Scripts/UI/UICamera.cs:1912)
    12. UICamera:ProcessRelease(Boolean, Single) (at Assets/NGUI/Scripts/UI/UICamera.cs:2813)
    13. UICamera:ProcessTouch(Boolean, Boolean) (at Assets/NGUI/Scripts/UI/UICamera.cs:2865)
    14. UICamera:ProcessMouse() (at Assets/NGUI/Scripts/UI/UICamera.cs:2277)
    15. UICamera:ProcessTouches() (at Assets/NGUI/Scripts/UI/UICamera.cs:2391)
    16. UICamera:ProcessEvents() (at Assets/NGUI/Scripts/UI/UICamera.cs:2091)
    17. UICamera:Update() (at Assets/NGUI/Scripts/UI/UICamera.cs:2050)
    Basically happens exactly on this line:
    cameraInput = new CameraInput(videoRecorder, recordingClock, Camera.main);

    This was working with the previous version, I didn't change or update anything else.

    PS: UICamera is NGUI camera (Got the Main camera and the UICamera) but again, previous version was fine.
     
  8. sam_cygnops

    sam_cygnops

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    Dec 16, 2019
    Posts:
    4
    Hi, Lanre I just bought your Natcorder great work.
    So with the help of Natcorder I am able to record the video but now what I want is after the video is recorded I can edit video like adding audio, some UI effects, etc and when I am done editing the video I can save the new video to my gallery.
    Can you please tell me how should I do it?
     
  9. JonathanFri

    JonathanFri

    Joined:
    Jul 3, 2019
    Posts:
    13
    Hello,
    we are working on a feature where we need to access the Device Cams (Front/Back) and the Mic on Android and iOS and and save the input (both video and audio) to devicedisk in Unity 2018.4.X. Is this possible with this Asset? I saw that the current version is 2019.2 +, but does a version for 2018.4 exist that meets our requirements?
    Cheers John
     
    Last edited: Feb 5, 2020
  10. pjs83go

    pjs83go

    Joined:
    Nov 9, 2018
    Posts:
    1
    In portrait-locked app. I want to record in landscape mode.
    What should I do.

    App screen,
    width : 1080
    height : 2272

    Mp3
    target height : 1080
    target width : 2270
     
  11. flex_interativa

    flex_interativa

    Joined:
    Nov 23, 2016
    Posts:
    9

    i'm having the same problem, just opened a new project, imported NatCorder, changed to IL2CPP and .NET 4.X and tried to build.

    waiting for the reply.
     
    vzheng likes this.
  12. vzheng

    vzheng

    Joined:
    Dec 4, 2012
    Posts:
    45
    SO MANY BUGS!

    i just download the package and build the demo "ReplayCam" and did not word!

    unity 2019.2.18f, iOS13.3.1

    Code (CSharp):
    1. 2020-02-06 10:31:14.875905+0800 tt[3932:1064769] Built from '2019.3/staging' branch, Version '2019.3.0f5 (44796c9d3c2c)', Build type 'Release', Scripting Backend 'il2cpp'
    2. -> applicationDidFinishLaunching()
    3. -> applicationDidBecomeActive()
    4. GfxDevice: creating device client; threaded=1
    5. Initializing Metal device caps: Apple A13 GPU
    6. Initialize engine version: 2019.3.0f5 (44796c9d3c2c)
    7. 2020-02-06 10:31:15.464833+0800 tt[3932:1064769] Unbalanced calls to begin/end appearance transitions for <SplashScreenController: 0x102d3cef0>.
    8. UnloadTime: 0.280083 ms
    9. Setting up 1 worker threads for Enlighten.
    10.   Thread -> id: 16edeb000 -> priority: 1
    11. 2020-02-06 10:31:21.656909+0800 tt[3932:1064769] NatCorder: Prepared MP4Recorder video encoder at resolution 720x1280@30.000000Hz with average bitrate 5909760 and keyframe interval 3s
    12. ArgumentException: RenderTextureDesc msaaSamples must be 1, 2, 4, or 8.
    13. Parameter name: desc.msaaSamples
    14.   at UnityEngine.RenderTexture.ValidateRenderTextureDesc (UnityEngine.RenderTextureDescriptor desc) [0x00000] in <00000000000000000000000000000000>:0
    15.   at UnityEngine.RenderTexture.GetTemporary (UnityEngine.RenderTextureDescriptor desc) [0x00000] in <00000000000000000000000000000000>:0
    16.   at NatCorder.Inputs.CameraInput..ctor (NatCorder.IMediaRecorder recorder, NatCorder.Clocks.IClock clock, UnityEngine.Camera[] cameras) [0x00000] in <00000000000000000000000000000000>:0
    17.   at NatCorder.Examples.ReplayCam.StartRecording () [0x00000] in <00000000000000000000000000000000>:0
    18.   at UnityEngine.Events.UnityAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0
    19.   at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0
    20.   at NatCorder.Examples.RecordButton+<Countdown>d__10.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
    21.   at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0
    22. (Filename: currently not available on il2cpp Line: -1)
    23.  
    24.  
     
    Last edited: Feb 6, 2020
  13. vzheng

    vzheng

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    Dec 4, 2012
    Posts:
    45
    I got the same problem!
     
  14. ciaodu

    ciaodu

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    Apr 19, 2013
    Posts:
    1
    Im experiencing this as well.
     
  15. robenu

    robenu

    Joined:
    Oct 1, 2018
    Posts:
    11
    Hi
    I'm trying to use natcorder to record a AR scene but it crashes when it finish writing the video. In Xcode I get the message:

    NatCorder: MP4Recorder finishing

    and then it crashes. running in the editor makes unity to crash but It creates de video. I tried to dig in this tread but every time a see a similar post the answer is alway "send us the log" I would have liked to see what happened in all this cases , maybe there is a solution to all of us.

    The code I'm using is :
    Code (CSharp):
    1.    
    2. public void StartRecording()
    3.     {
    4.         _clock = new RealtimeClock();
    5.         _recorder = new MP4Recorder(_videoWidth, _videoHeight, 30);
    6.         _cInput = new CameraInput(_recorder, _clock,Camera.allCameras);
    7.         _recording = true;
    8.     }
    9.  
    10.     public void OnSampleBuffer(float[] sampleBuffer, int sampleRate, int channelCount, long timestamp)
    11.     {
    12.         if (_recording)
    13.         {
    14.             _recorder.CommitSamples(sampleBuffer, _clock.timestamp);
    15.         }
    16.     }
    17.  
    18.     public async void StopRecording()
    19.     {
    20.         var path = await _recorder.FinishWriting();
    21.         _recorder = null;
    22.         _recording = false;
    23.     }
    24.  
    I'm using natcorder 1.7.0
    unity 2019.2.19
    AR Foundation 3.0.1
    IOS 13.3
    MacOS 10.14.6

    Thank you for your help
     
  16. Lanre

    Lanre

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    Can you try deleting and reimporting NatCorder from the Asset Store? This sounds like a UI issue (broken references in the scene maybe).
     
  17. Lanre

    Lanre

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    Dec 26, 2013
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    This is complicated, because Unity doesn't provide an easy way to do it. You'll need to create a custom CameraInput implementation that crops the frame using a shader.
     
    timbokoppers likes this.
  18. Lanre

    Lanre

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    This is because of the anti aliasing setting in CameraInput.cs. Open CameraInput.cs and in the constructor, remove this line:
    Code (CSharp):
    1. frameDescriptor.msaaSamples = QualitySettings.antiAliasing;
     
  19. Lanre

    Lanre

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    Set your `_recording` variable to false before calling `FinishWriting`. Setting it after means that you try to commit audio samples **after** the recorder has shut down, which will almost always result in a crash.
     
    sinjimonkey likes this.
  20. robenu

    robenu

    Joined:
    Oct 1, 2018
    Posts:
    11

    Thank you for the reply
    I tried putting _recording before FinishWriting and I also checked if _recorder is null just to be sure but Unity continue crashing :(
     
  21. timbokoppers

    timbokoppers

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    Nov 14, 2016
    Posts:
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    Do you have an example of that shader for the URP?
     
  22. robenu

    robenu

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    Oct 1, 2018
    Posts:
    11
    Hi. Where can I found a basic example using CameraInput and AudioInput for Natcorder 1.7.0?
    Thanks
     
  23. Lanre

    Lanre

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    Can you share the crash logs?
    The ReplayCam example.
     
  24. Lanre

    Lanre

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    Nope. You'll have to look at how to create image shaders that do cropping. As I mentioned earlier, it isn't trivial.
     
    timbokoppers likes this.
  25. robenu

    robenu

    Joined:
    Oct 1, 2018
    Posts:
    11
    Yes, I attach the log but the problem is now when a run it in an iPad. It finally runs in Unity editor

    I Changed my code to something like this :

    Code (CSharp):
    1.  
    2. private void Start()
    3.     {
    4.         _videoWidth = 1024;
    5.         _videoHeight = 768;
    6.     }
    7.  
    8.     public void StartRecording()
    9.     {
    10.  
    11.         Debug.Log(" Start recording");
    12.         _clock = new RealtimeClock();
    13.         _recorder = new MP4Recorder(_videoWidth, _videoHeight,30,AudioSettings.outputSampleRate,(int)AudioSettings.speakerMode);
    14.         _cInput = new CameraInput(_recorder, _clock, _mainCamera);
    15.        _aInput = new AudioInput(_recorder, _clock, _mainCamera.GetComponent<AudioListener>());
    16.  
    17.  
    18.     }
    19.  
    20.     public void StopRecording()
    21.     {
    22.  
    23.         Debug.Log(" Stop recording");
    24.  
    25.              if (_cInput != null)
    26.                 _cInput.Dispose();
    27.  
    28.             if (_aInput != null)
    29.             {
    30.                 _aInput.Dispose();
    31.             }
    32.        
    33.         string path = await _recorder.FinishWriting();
    34.  
    35.             if (_recorder != null)
    36.                 _recorder = null;
    37.  
    38.            
    39.  
    40.     }

    Thanks again for the support
     

    Attached Files:

    • Log.txt
      File size:
      4.9 KB
      Views:
      421
  26. Lanre

    Lanre

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    Apparently no frames are being committed before FinishWriting is called. Make sure that your `_mainCamera` variable is not null, and that you are not calling stop recording too soon.
     
  27. lordzeon

    lordzeon

    Joined:
    Jun 1, 2018
    Posts:
    44
    Hi, today i bought NatCorder Asset, and my first test was to try to make it work in android build, i´ve set minimum api version to 21, used the ReplayCam sample and tryed it in my devide (samsung galaxy note 8). I didn´t change anything, but im getting this error, in the files there are Mp4 saved with 0 bytes. im using Unity 2018.3.0f3, there is something im missing to correctly run this?

    20200207_191330.jpg
     
  28. Lanre

    Lanre

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    Dec 26, 2013
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    The fix is pending approval by Unity. The workaround is simple: enable anti-aliasing in Quality Settings in the Unity Editor.
     
  29. HisaCat

    HisaCat

    Joined:
    Sep 29, 2019
    Posts:
    3
    How can i record rendertexture?
    i tried convert rendertexture to texture2d with readpixels but its too bad performance
    any solution?
     
  30. Lanre

    Lanre

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    See AsyncGPUReadback.
     
  31. HisaCat

    HisaCat

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    Sep 29, 2019
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    3
    Lanre likes this.
  32. zikwavestudios

    zikwavestudios

    Joined:
    Jan 27, 2016
    Posts:
    17
    Hi Lanre,

    My users still get crashes:

    Samsung Galaxy S8 (dreamlte), Android 9

    java.lang.Error: FATAL EXCEPTION [MP4Recorder Video Encoding Thread] Unity version : 2019.2.17f1

    Device model : samsung SM-G950F
    Caused by
    at android.media.MediaCodec.native_dequeueOutputBuffer (Native Method)
    at android.media.MediaCodec.dequeueOutputBuffer (MediaCodec.java:2698)
    at api.natsuite.natcorder.MP4Recorder$6.run (MP4Recorder.java:192)
    at java.lang.Thread.run (Thread.java:764)

    Here's my code:

    Code (CSharp):
    1.  
    2.   public async void NatcorderStopRecordingAndroid()
    3.     {
    4.         // Mute microphone
    5.         if (recordMicrophone)
    6.         {
    7.             microphoneSource.mute = true;
    8.         }
    9.         // Stop recording
    10.         audioInput?.Dispose();
    11.         cameraInput.Dispose();
    12.         try
    13.         {
    14.             var path = await videoRecorder.FinishWriting();
    15.             OnReplay(path);
    16.         }
    17.         catch
    18.         {
    19.             gameController.uiSetup.ShowNotificationRecordingSavedError();
    20.  
    21.         }
    22.     }
     
  33. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
    3,971
    Can you share your full recording code?
     
  34. zikwavestudios

    zikwavestudios

    Joined:
    Jan 27, 2016
    Posts:
    17
    Code (CSharp):
    1.     public void NatCorderStartRecording()
    2.     {
    3.         int height;
    4.         int width;
    5.         if (Screen.width <= 720)
    6.         {
    7.             height = 720;
    8.             width = (int)(height * ((float)Screen.width) / ((float)(Screen.height)));
    9.         }
    10.         else
    11.         {
    12.             height = Screen.height;
    13.             width = Screen.width;
    14.         }
    15.         recordingClock = new RealtimeClock();
    16.         videoRecorder = new MP4Recorder(
    17.     width,
    18.     height,
    19.     30,
    20.      AudioSettings.outputSampleRate,
    21.     2
    22. );
    23.         // Create recording inputs
    24.         cameraInput = new CameraInput(videoRecorder, recordingClock, cameraToRecord);
    25.         audioInput = new AudioInput(videoRecorder, recordingClock, audioListener);
    26.     }
    27.  
    28.     public async void NatcorderStopRecordingAndroid()
    29.     {
    30.         // Mute microphone
    31.         if (recordMicrophone)
    32.         {
    33.             microphoneSource.mute = true;
    34.         }
    35.         // Stop recording
    36.         audioInput?.Dispose();
    37.         cameraInput.Dispose();
    38.         //var path = await videoRecorder.FinishWriting();
    39.         //OnReplay(path);
    40.         try
    41.         {
    42.             var path = await videoRecorder.FinishWriting();
    43.             OnReplay(path);
    44.         }
    45.         catch
    46.         {
    47.             gameController.uiSetup.ShowNotificationRecordingSavedError();
    48.             AnalyticsEvent.Custom("Exception thrown when recording.");
    49.         }
    50.     }
    I think I found the issue. The width was set to an odd number not even, on the affected devices. I'll see if it fixes the problem.
     
    Last edited: Feb 11, 2020
  35. robenu

    robenu

    Joined:
    Oct 1, 2018
    Posts:
    11
    Solved , I was using a disabled camera. Thank you so much for for help
     
    Lanre likes this.
  36. OfficeWorker215

    OfficeWorker215

    Joined:
    Jan 29, 2019
    Posts:
    8
    Hello Lenre!

    I am Recording Main Camera Input

    public void StartRecording()
    {
    var frameRate = 30;
    var sampleRate = recordMicrophone ? AudioSettings.outputSampleRate : 0;
    var channelCount = recordMicrophone ? (int)AudioSettings.speakerMode : 0;
    var recordingClock = new RealtimeClock();
    videoRecorder = new MP4Recorder(
    480,
    854,
    frameRate,
    sampleRate,
    channelCount,
    recordingPath => {
    Debug.Log($"Saved recording to: {recordingPath}");
    //var prefix = Application.platform == RuntimePlatform.IPhonePlayer ? "file://" : "";
    //Handheld.PlayFullScreenMovie($"{prefix}{recordingPath}");
    }
    );
    // Create recording inputs
    cameraInput = new CameraInput(videoRecorder, recordingClock, Camera.main);
    }

    Recording Is Working fine but when Android Device Resolution 1440*3120 Video Something looks like.
    we want full screen video in all android device.can you help me please ?
    Thank You in advance.
     

    Attached Files:

  37. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
    3,971
    Your resolution calculation is definitely the problem. I recommend recording at a standard resolution, like 1280x720 or 1920x1080. Android devices are nitpicky about resolutions.
     
  38. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
    3,971
    This depends on your app's ability to rescale when the screen size changes. You can see this yourself in the Editor; simply change the aspect of the game view. You have to design your app's UI to scale desirably depending on the screen resolution. It has nothing to do with NatCorder.
     
  39. AlejandroAlternova

    AlejandroAlternova

    Joined:
    Oct 30, 2019
    Posts:
    6
    Hey Lanre,
    I'm trying to make an app to record some videos to fill a report, this videos must be on portrait mode and I'm trying to do it with webcamtexture, I can show the preview of the camera an record it, but when I look at the file it is flipped as if the recording was made on landscape, do you know what can I do for the final file to be in portrait mode?

    Screenshot_20200211-174428.png Screenshot_20200211-174417.png

    Here's what I have in code

    Code (CSharp):
    1. using System.Collections;
    2. using NatCorder;
    3. using NatCorder.Clocks;
    4. using NatCorder.Inputs;
    5. using UnityEngine;
    6. using UnityEngine.UI;
    7.  
    8. public class VideoCamera : MonoBehaviour
    9. {
    10.     public Image recordButton;
    11.     private WebCamTexture webCamTexture;
    12.     private WebCamTextureInput webCamTextureInput;
    13.     public RawImage rawImage;
    14.     public AspectRatioFitter aspectFitter;
    15.  
    16.     private IMediaRecorder recorder;
    17.  
    18.     private IEnumerator Start()
    19.     {
    20.         // Request camera permission
    21.         yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);
    22.         if (!Application.HasUserAuthorization(UserAuthorization.WebCam))
    23.             yield break;
    24.         // Start the WebCamTexture
    25.         webCamTexture = new WebCamTexture(1280, 720, 30);
    26.         webCamTexture.Play();
    27.         // Display webcam
    28.         yield return new WaitUntil(() => webCamTexture.width != 16 && webCamTexture.height != 16); // Workaround for weird bug on macOS
    29.         rawImage.texture = webCamTexture;
    30.         aspectFitter.aspectRatio = (float)webCamTexture.width / webCamTexture.height;
    31.     }
    32.  
    33.     private void Update()
    34.     {
    35.         if (webCamTexture == null) return;
    36.         var ratio = webCamTexture.width / (float)webCamTexture.height;
    37.         aspectFitter.aspectRatio = ratio;
    38.  
    39.         var scaleY = webCamTexture.videoVerticallyMirrored ? -1f : 1f;
    40.         var rectTransform = rawImage.rectTransform;
    41.         rectTransform.localScale = new Vector3(1f, scaleY, 1f);
    42.  
    43.         var orientation = -webCamTexture.videoRotationAngle;
    44.         rectTransform.localEulerAngles = new Vector3(0, 0, orientation);
    45.     }
    46.  
    47.     public void StartRecording()
    48.     {
    49.         // Start recording
    50.         recordButton.color = Color.red;
    51.         var clock = new RealtimeClock();
    52.         recorder = new MP4Recorder(webCamTexture.width, webCamTexture.height, 30);
    53.         webCamTextureInput = new WebCamTextureInput(recorder, clock, webCamTexture);
    54.     }
    55.  
    56.     public async void StopRecording()
    57.     {
    58.         // Stop recording
    59.         recordButton.color = Color.white;
    60.         webCamTextureInput.Dispose();
    61.         var path = await recorder.FinishWriting();
    62.         // Playback recording
    63.         Debug.Log($"Saved recording to: {path}");
    64.         var prefix = Application.platform == RuntimePlatform.IPhonePlayer ? "file://" : "";
    65.         Handheld.PlayFullScreenMovie($"{prefix}{path}");
    66.     }
    67. }
     
  40. lordzeon

    lordzeon

    Joined:
    Jun 1, 2018
    Posts:
    44
    Hi, there is any way to commitFrame using the last frame render from the main camara without using a renderTexture?
     
  41. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
    3,971
    On mobile platforms, WebCamTexture produces a preview that is rotated depending on the app orientation (see the WebCamTexture.videoRotationAngle property). We display the WebCamTexture upright in our examples because we use a shader to display it upright, but this has no effect on the actual pixel data, which is what is sent to the recorder to be added to the video. Your best bet is to record the screen instead.
     
    AlejandroAlternova likes this.
  42. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
    3,971
    You need a RenderTexture to capture what a game camera sees.
     
  43. TomLightweave

    TomLightweave

    Joined:
    Mar 2, 2017
    Posts:
    3
    I'm using Natcorder 1.7.0 and am experiencing a hard crash on Android, only on the Motorola G7 (power). Specifically It's on initialisation of a new MP4Recorder object, and the crash occurs when NatCorder accesses its DLL from NatCorder.Internal.Bridge.CreateMP4Recorder.

    All other Android devices I've tested the same .apk on works fine.
     
  44. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
    3,971
    Can you share the logs from logcat in a .txt file? That's the only way to know what's going on.
     
  45. jrmgx

    jrmgx

    Joined:
    Oct 21, 2016
    Posts:
    41
    Hello, I'm using NatCorder and I realised that my shader run twice as fast when I start the recording, do you have any idea of what could be wrong?
    This is true with multiple shaders

    Code (CSharp):
    1.  
    2.         // Start recording
    3.         recorder = new MP4Recorder(
    4.             1024,
    5.             768,
    6.             30,
    7.             0, // audio stuff
    8.             0, // audio stuff
    9.             OnReplay
    10.         );
    11.         clock = new RealtimeClock();
    12.         cameraInput = new CameraInput(recorder, clock, EffectCamera);
    13.  
    Shaders are render shader called in OnRenderImage methods
     
  46. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
    3,971
    CameraInput records the game camera by rendering it to an off-screen RenderTexture, so your camera will be rendered twice (once for the screen and once for recording).
     
  47. jrmgx

    jrmgx

    Joined:
    Oct 21, 2016
    Posts:
    41
    Thank you for this quick reply, any quick win to prevent this?
     
  48. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
    3,971
    It isn't a bug to be prevented, this is required for CameraInput to work.
     
  49. jrmgx

    jrmgx

    Joined:
    Oct 21, 2016
    Posts:
    41
    I understood that, I was wondering how I can prevent this, probably using some sort of other setup than CameraInput I guess?
     
  50. Lanre

    Lanre

    Joined:
    Dec 26, 2013
    Posts:
    3,971
    Doing this is not trivial, as you will likely have to make your camera render to an off-screen render texture then blit that render texture to the screen. All sorts of issues come up with this approach, so I don't recommend it.