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New 60fps support question

Discussion in 'Unity Everyplay' started by longas, Jul 6, 2015.

  1. longas

    longas

    Joined:
    Mar 11, 2015
    Posts:
    4
    Hello. We are implementing Everyplay in our game and updating it to the latest version we noticed that it now allows 60fps recordings. But what happens if the device isn't powerful enough to record at 60fps? does it record at 30?
     
  2. surathunity3d

    surathunity3d

    Unity Technologies

    Joined:
    Sep 30, 2014
    Posts:
    128
    Hi @longas

    Thanks for reaching out!

    The default framerate is still 30 fps.
    If you change it to 60 and the device is capable enough (iOS 8+ devices with A7 CPU or later (devices with 64bit capability) OR Android 4.4+ devices), then it will render the video at 60 fps.
    If not, then it will render whatever the game can achieve maximum on the device.

    If you don't change it then Everyplay will record at the default framerate which is 30 fps.

    To change the target framerate from the default 30fps, call [[Everyplay sharedInstance] capture].targetFPS.

    Hope this helps!

    Cheers
    Surath
     
  3. longas

    longas

    Joined:
    Mar 11, 2015
    Posts:
    4
    Thanks @surathunity3d

    What do you mean exactly with [[Everyplay sharedInstance] capture].targetFPS ? All I was able to find is Everyplay.SetTargetFPS(videoFps);
     
  4. ullatussimo

    ullatussimo

    Unity Technologies

    Joined:
    Jun 16, 2015
    Posts:
    108
    Hi @longas,

    Thanks for reaching out!

    The command Surath referenced is available on custom iOS implementations.
    If you are using Unity, you can use Everyplay.SetTargetFPS(videoFps); to achieve the same functionality.

    Hope this helps!

    Cheers,
    Simo
     
  5. longas

    longas

    Joined:
    Mar 11, 2015
    Posts:
    4