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Next Gen Recorder - News & Support

Discussion in 'Assets and Asset Store' started by pmjo, Mar 6, 2020.

  1. pmjo

    pmjo

    Unity Technologies

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    You are welcome :)
     
  2. daverin_n

    daverin_n

    Joined:
    Oct 27, 2020
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    Hi pmjo

    Is it possible to record from two cameras simultaneously?
     
  3. pmjo

    pmjo

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    To two separate video files? Unfortunately that is not supported. If that would be supported, other encoding process would probably be done in software (slower performance) instead of using the hardware encoder.

    You could render both cameras to a texture and record both cameras to a single video file by recording the texture.
     
  4. daverin_n

    daverin_n

    Joined:
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    Thank you @pmjo . That will work
     
  5. distastee

    distastee

    Joined:
    Mar 25, 2014
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    Hey pmjo!

    I've been trying to test recording on a mac laptop and keep getting the error "NothingToExport" in-editor. However - it records on my iPhone just fine.

    I'm using the "Example - Recording Universal Render Pipeline (URP) without the UI and custom SRP" method on Unity 2020.1.17f1 and next gen recorder 0.9.13.0

    Is there something I should poke to get it to work in-editor on my mac laptop?
     
  6. pmjo

    pmjo

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    Hi! Long time no see. First thing that comes to my mind is that are you sure are running it on Metal? Those examples are only for Metal (not for OpenGL). I haven't tried the examples with 2020 so not sure if something has changed in Unity. I'll try to give it a spin at some point.

    Also please remember that if you add more than one Camera to the scene, you should start using the last example from the integration documentation or you might be sending multiple render passes to the encoder which will result an interesting video :)

    EDIT: Did a quick test with 2020.1.7f1, not exactly the same version but it worked fine. Are you using the same Forward Renderer on Mac? If not, are you sure that you have applied the Recording Pass to Renderer Features of both Forward Renderers? And are you sure you have UrpRecorder in scene hierarchy on both platforms?
     
    Last edited: Apr 4, 2021
  7. ROBYER1

    ROBYER1

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    Why was this removed? Is there still somewhere to find this to use still? I am interested in how you get the audio output from the audio mixer
     
  8. pmjo

    pmjo

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    It has not been removed since it has never been inside the Asset Store package. You should still find it from this thread :)
     
  9. ROBYER1

    ROBYER1

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    All the links are dead, can you pm me it or re-up please?

    Edit: Looks like you reuploaded it, thanks!
     
    Last edited: Jun 22, 2021
  10. ROBYER1

    ROBYER1

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    @pmjo We have been working on a cross-platform app where we are trying to record both the microphone and game sound in a video recording in-app, is there any means of grabbing the audio from the Mixer using a modified version of your mixer recorder to pass to other plugins that handle recording or even an audio source?
     
  11. pmjo

    pmjo

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    Could you contact me at "support [at] pmjo [dot] org".
     
    ROBYER1 likes this.
  12. smallUser

    smallUser

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    Sep 18, 2013
    Posts:
    10
    Hi @pmjo

    Thank you for creating this asset, I would like to test it before buy.
    I am trying your free version asset with unity 2019.4

    I want to implement Custom size off-screen camera recording
    But when I build to iOS and when the app start the screen become white,
    The result of screen record is fine but I want see the cube too while recording
    Video
    https://drive.google.com/file/d/1ngN2o_dOfUNh5tQIjZ0Oux5xp-1go3FP/view?usp=sharing

    [Question]
    1) How to show the cube too while recording ? Am I missing something ?
    2) How to change videoWidth/Height at runtime ?

    The script is like below, and I am using SimpleRecorder-TestScene
    Code (CSharp):
    1. using pmjo.NextGenRecorder;
    2. using UnityEngine;
    3. using UnityEngine.Rendering;
    4.  
    5. namespace NextGenRecorder.Examples
    6. {
    7.     public class OffScreenCameraRecorder : Recorder.VideoRecorderBase
    8.     {
    9.         [SerializeField] private int videoWidth = 480;
    10.         [SerializeField] private int videoHeight = 480;
    11.  
    12.         private RenderTexture mRenderTexture;
    13.         [SerializeField] private Camera mCamera;
    14.         private CommandBuffer mCommandBuffer;
    15.  
    16.         private void Awake()
    17.         {
    18.             mRenderTexture = new RenderTexture(videoWidth, videoHeight, 24, RenderTextureFormat.Default);
    19.             mRenderTexture.Create();
    20.  
    21.             mCamera.targetTexture = mRenderTexture;
    22.  
    23.             if (!Recorder.IsSupported)
    24.             {
    25.                 Debug.LogWarning("Next Gen Recorder not supported on this platform");
    26.                 return;
    27.             }
    28.  
    29.             RecordingTexture = mRenderTexture;
    30.  
    31.             mCommandBuffer = new CommandBuffer();
    32.             CommandBufferBlitRecordingTexture(mCommandBuffer);
    33.             mCamera.AddCommandBuffer(CameraEvent.AfterEverything, mCommandBuffer);
    34.         }
    35.     }
    36. }
     
  13. pmjo

    pmjo

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    Hi! So you want to render something different to the video than you are rendering on to the screen, did I understand correctly?

    For that you should have multiple cameras. One camera (or more) for rendering to the offscreen texture and one or more cameras rendering to the screen. It somehow sounds like there is something wrong with your camera setup but without knowing more about your project I don't know how to help. Feel free to contact me at "support [at] pmjo [dot] org" and tell a bit more about your project and how you would like it to work.

    If you just want to record the screen, you don't need any of the above. Just add Metal Screen Recorder component on your main camera.
     
  14. smallUser

    smallUser

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    I want to render something the same on the screen,
    but I want to let user able to freely adjust the scale of the recording screen size,
    such as only record half of the screen.

    I've add another camera for rendering to the screen and it works, thank you.

    [Another Question]
    1) Does is it possible to change OffScreenCamera videoWidth/Height at runtime
    2) Does Metal Screen Recorder is able to adjust the screen recorded height and weight ?
     
  15. pmjo

    pmjo

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    1) You can change video scale (http://www.pmjo.org/nextgenrecorder/usage.html#downscaling_the_video) but if you want to change both width and height you must change the source texture size. Keep in mind that you cannot change it during recording but you can change the source texture size when not recording.
    2) No, with Metal Screen Recorder you can only change the scale

    For your case I would use two textures. One is the full screen texture that you want to render on to the screen and the other texture is the actual recording texture to which you blit the area that you want to record.
     
  16. smallUser

    smallUser

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    Thank you, please keep improving !
     
  17. QueJugador

    QueJugador

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    Hi again pjmo! I wanted to ask you a question, it is possible to record different audios with the Script "
    AudioSourceRecorder" because when I add two or more audios the final video has the audio with interference but only on the moments that two or more audios are playing at the same time.

    I tried using the mixer package in the past but when I build as a library a received an crash error at the start of the app. I'm currently using the mixer from unity to have two separated tracks and then send the audio to one of them and the other one just to reduce the volume if the user wants (but the final video will have the full volume). So I was looking for some way to still support this and multiple audios

    Thanks in advance!
     
  18. pmjo

    pmjo

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    You cannot apply AudioSourceRecorder on multiple Audio Sources. That won't work. So you want to record some audio sources but not all? If you want to record all audio sources, don't just add AudioSourceRecorder to anywhere and all mixer output is recorded. For recording only some audio sources I cannot think anything else than using the Audio Mixer Recorder or mixing the audio sources manually in c# and feeding that to NGR like AudioSourceRecorder does.
     
  19. QueJugador

    QueJugador

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    Perfect, so AudioSourceRecorder is not the solution in this case, at least if I dont mix the audio manually as you said at the end. I could remove all the AudioSourceRecorder to record all the audios, the only problem here is if I want to reduce the volume from the audios on the playback (for example the user set the volume to 0.3) the video output will have the 0.3 volume applied. The only way to achieve this is by mixing the audios??

    Thanks for your quickly reply!
     
  20. pmjo

    pmjo

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    I'm not sure if I understood correctly. So you would always want to have volume 1.0 in the video? even someone has lowered volume?
     
  21. QueJugador

    QueJugador

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    Exactly, currently is working with the mixer (I have two tracks, Playback and Record) when the user set the volume, I reduce the Playback track volume. In the other hand, I have the audio source and Record track with the same volume (1.0) so the video ends up with the full volume
     
  22. pmjo

    pmjo

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    And the problem with the Audio Mixer Recorder is that it did not work when built inside a library? So Playback and Record are otherwise identical but other one is with lower volume? We could probably create a duplicate of the default audio recorder and before passing the data to NGR we could multiply the samples with the inverse of the volume.
     
  23. QueJugador

    QueJugador

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    Yes, when I tried to use the package and build as a library I was getting this error on startup but this was on Dec 2020 I didn't try recently:

    UnityRegisterAudioPlugin with EXC_BAD_ACCESS.

    It looks like the crash is happening in AudioMixerRecorder.m on line 32:
    UnityRegisterAudioPlugin(ptr);

    I really like the idea of a new default audio recorder, so it will capture all the audio output without the AudioSourceRecorder script, this can be done by creating a new script? I mean like the the examples in the documentation about creating a custom recorder iOS or you mean adding this in a future update??
     
  24. pmjo

    pmjo

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    Oh yeah, I think I remember when we tried to make it work from external library at some point.

    Instead of using default NGR audio recording you could use the component below to first capture the audio and then set the volume to the Audio Listener manually. So instead of setting AudioListener.volume you would set the volume for this component:

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Runtime.InteropServices;
    3.  
    4. namespace pmjo.NextGenRecorder
    5. {
    6.     [AddComponentMenu("Next Gen Recorder/Audio Recorder With Volume")]
    7.     public class AudioRecorderWithVolume : Recorder.AudioRecorderBase
    8.     {
    9.         [Range(0, 1.0f)]
    10.         public float volume = 1.0f;
    11.         private int m_SampleRate = 0;
    12.  
    13.         void Awake()
    14.         {
    15.             AudioConfiguration config = AudioSettings.GetConfiguration();
    16.  
    17.             if (config.sampleRate >= 8000)
    18.                 m_SampleRate = config.sampleRate;
    19.             else
    20.                 Debug.Log("Only sample rate >= 8000 is supported");
    21.         }
    22.  
    23.         void OnAudioFilterRead(float[] data, int channels)
    24.         {
    25.             // Capture audio before volume changed
    26.             if (m_SampleRate > 0)
    27.             {
    28.                 GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
    29.  
    30.                 if (handle.IsAllocated)
    31.                 {
    32.                     AppendInterleavedAudio(handle.AddrOfPinnedObject(), data.Length, channels, m_SampleRate);
    33.                     handle.Free();
    34.                 }
    35.             }
    36.  
    37.             // Apply volume to audio listener
    38.             for (int i = 0; i < data.Length; i++)
    39.             {
    40.                 data[i] = data[i] * volume;
    41.             }
    42.         }
    43.     }
    44. }
    45.  
    Just drop this script on your AudioListener (usually the main camera). Only tested it on a Mac :)
     
  25. QueJugador

    QueJugador

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    Amazing, thank you very much for everything! I'm going to try it and comment on how it went
     
  26. QueJugador

    QueJugador

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    Hi again! It works perfect, the audio can be reduced on the playback and the video will have the audio at full volume. Thank you again!
     
  27. pmjo

    pmjo

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    Nice! You are welcome :)
     
  28. SharkmanSam

    SharkmanSam

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    Aug 2, 2013
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    ++++ to any audio feature that is friendly to programmers. It's been years since any great updates have come for programmers. The lack of flexibility with the internal mixing system is quite lacking.

    How can we route and retrieve samples from different mixers? Native audio plugins are essentially filters. I would like a global manager for the streams/metering/routing of all properties imaginable to the mixer.
     
    kloot likes this.
  29. pmjo

    pmjo

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    Yeah, Unity Audio Mixer is quite limited and many AAA titles use WWise instead.
     
    Lanre likes this.
  30. sucesshack

    sucesshack

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    May 3, 2021
    Posts:
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    hello , can we have a contact,my work need this audio mixer recorder,i had no time to program code,my email sucesshack@gmail.com,wish you help me
     
  31. pmjo

    pmjo

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    Audio Mixer Recorder only works with Next Gen Recorder. If you are using Next Gen Recorder, you can contact me through support@pmjo.org
     
  32. Brawlyn

    Brawlyn

    Joined:
    Apr 24, 2020
    Posts:
    1
    Hi @pmjo

    I've been trying to use the SimpleRecorder.cs to record a WebCamTexture that has the device's webcam rendered onto it for my iOS application. Alongside the SimpleRecorder script, I have the following script attached to my off-screen camera that is viewing the off screen WebCamTexture.

    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEngine.Rendering;
    3. using pmjo.NextGenRecorder;
    4.  
    5. [RequireComponent(typeof(Camera))]
    6. public class OffScreenCameraRecorder : Recorder.VideoRecorderBase
    7. {
    8.     public int videoWidth = 512;
    9.     public int videoHeight = 512;
    10.  
    11.     private RenderTexture m_RenderTexture;
    12.     private Camera m_Camera;
    13.     private CommandBuffer m_CommandBuffer;
    14.  
    15.     void OnEnable()
    16.     {
    17.         videoWidth = Screen.width;
    18.         videoHeight = Screen.height;
    19.  
    20.         m_RenderTexture = new RenderTexture(videoWidth, videoHeight, 24, RenderTextureFormat.Default);
    21.         m_RenderTexture.Create();
    22.  
    23.         m_Camera = GetComponent<Camera>();
    24.         m_Camera.targetTexture = m_RenderTexture;
    25.  
    26.         if (!Recorder.IsSupported)
    27.         {
    28.             Debug.LogWarning("Next Gen Recorder not supported on this platform");
    29.             return;
    30.         }
    31.  
    32.         if (Recorder.IsReadyForRecording)
    33.         {
    34.             RecordingTexture = m_RenderTexture;
    35.  
    36.             m_CommandBuffer = new CommandBuffer();
    37.             CommandBufferBlitRecordingTexture(m_CommandBuffer);
    38.             m_Camera.AddCommandBuffer(CameraEvent.AfterEverything, m_CommandBuffer);
    39.         }
    40.     }
    41. }
    In order to start the SimpleRecorder, I invoked the button that I initialized as the Start Recording Button within SimpleRecorder via script. When I wish to save the recording, I invoke the Stop Recording Button, followed by the Save Recording Button via script.

    It does not seem to record or save any video onto the iPad after Save Recording Button is invoked. Is there any step that I am missing? Thanks.
     
    Last edited: Sep 23, 2022
  33. pmjo

    pmjo

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    By default the Simple Recorder only playbacks the recorded file on iOS. If you look at the actual recording component in Simple Recorder scene you can see that the saving of the file is commented out for iOS and a video player is opened instead. Just uncomment the video saving part and comment out the video playback.

    Keep in mind that when doing a more complex recording like an offscreen recorder the integration method depends on the used Rendering Pipeline (Built-in Rendering Pipeline, Scriptable Render Pipeline). You can find some examples at the end of the Integration guide.
     
  34. mikan3134

    mikan3134

    Joined:
    Oct 21, 2019
    Posts:
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    hello.
    I'm trying to record the screen with an app using ARkit.
    It's working in the Unity editor, but when I run the built app on my iPad pro, it doesn't work.
    When I start recording, I see a bunch of "Failed to capture render target." logs in Xcode's log view.

    I just added "SimpleRecorder" to the scene and tried it. didn't work.
    I tried adding "MetalScreenRecorder" to "SimpleRecorder". didn't work.
    I added "MetalCameraRecorder" to "AR Camera" and tried it. didn't work.

    am i overlooking something? ”
     
  35. pmjo

    pmjo

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    Hmm. Sounds strange. I think there has been people using NGR and ARKit successfully but I don't remember if that required some kind of custom integration. What Render Pipeline you are using? Do you have any other graphics plugins in your project? Best would be if you could contact me through email (support [at] pmjo.org) and provide a small test project for replicating the issue.

    EDIT: On second page of this thread I have actually posted that I tried ARKit and it worked fine. That was in 2020 so it can be that it has changed somehow. What ARKit library or plugin you are using?
     
  36. mikan3134

    mikan3134

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    Oct 21, 2019
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    thanks for your reply.
    I'm using the built-in render pipeline.
    I'm not using any other graphics plugins.

    Yeah I saw that post and bought this asset.

    The plugin I'm using is AR Foundation 4.2.
    I have sent a test project that reproduces the problem to your email address.
     
  37. pmjo

    pmjo

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    Hi again. I was able to replicate your "Failed to capture render target." issue with AR Foundation 4.2. Earlier it has just worked out of the box so something has definitely changed in it. I will try to investigate it there would be se some way to record it, for example with a custom integration.

    EDIT: The AR Foundation plugin seems to somehow mess up the native rendering command buffer but I already found a workaround to make the recording work with it. The key is to render the AR Camera to a texture and then blit that to the screen. Then NGR is able to capture the screen output. I will try to create some kind of custom integration script for this case, hopefully during next weekend.
     
    Last edited: Nov 3, 2022
  38. pmjo

    pmjo

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    Here is one way to go around the problem. The key is to record a texture instead of the screen. So, first render everything to a texture, record the texture and then blit it on to the screen.

    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEngine.Rendering;
    3. using pmjo.NextGenRecorder;
    4.  
    5. [RequireComponent(typeof(Camera))]
    6. public class ArCameraRecorder : Recorder.VideoRecorderBase
    7. {
    8.     public Camera arCamera;
    9.  
    10.     private Camera m_Camera;
    11.     private RenderTexture m_RenderTexture;
    12.     private CommandBuffer m_CommandBuffer;
    13.  
    14.     void Awake()
    15.     {
    16.         if (arCamera == null)
    17.         {
    18.             Debug.LogError("No AR Camera set. Please set AR Camera for ArCameraRecorder");
    19.             return;
    20.         }
    21.  
    22.         if (!Recorder.IsSupported)
    23.         {
    24.             Debug.LogWarning("Next Gen Recorder not supported on this platform");
    25.             return;
    26.         }
    27.  
    28.         m_RenderTexture = new RenderTexture(Screen.width, Screen.height, 32, RenderTextureFormat.Default);
    29.         m_RenderTexture.Create();
    30.  
    31.         arCamera.targetTexture = m_RenderTexture;
    32.  
    33.         RecordingTexture = m_RenderTexture;
    34.  
    35.         m_Camera = GetComponent<Camera>();
    36.         m_Camera.depth = arCamera.depth + 1;
    37.         m_Camera.clearFlags = CameraClearFlags.Nothing;
    38.         m_Camera.cullingMask = 0;
    39.  
    40.         m_CommandBuffer = new CommandBuffer();
    41.         m_CommandBuffer.Blit(m_RenderTexture, BuiltinRenderTextureType.CameraTarget);
    42.         CommandBufferBlitRecordingTexture(m_CommandBuffer);
    43.         m_Camera.AddCommandBuffer(CameraEvent.AfterEverything, m_CommandBuffer);
    44.     }
    45. }
    46.  
    I tested this script in Unity AR Foundation 4.2 SimpleAR scene and was able to record it successfully.

    Usage:
    1. First I dropped the SimpleRecorder prefab to the scene for being able to test the recording easily
    2. Then I created a new gameobject called "RecordingCamera" and dropped the ArCameraRecorder script on it
    3. Then I drag and dropped the "AR Camera" from "AR Session Origin" to the "Ar Camera" slot on the "RecordingCamera". That's it.

    So, it seems the latest AR Foundation does not work directly with NGR but with custom integration you can go around it. The above example custom integration works for the mentioned test scene but for some other project you might need a different kind of integration. I hope this helps!
     
  39. mikan3134

    mikan3134

    Joined:
    Oct 21, 2019
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    I've tried this solution in my project and it's recording fine!
    thank you!
     
    pmjo likes this.
  40. petey

    petey

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    May 20, 2009
    Posts:
    1,771
    Hi!

    I'm just trying to render something with the OffscreenCameraRecorder and not having much luck :(
    Any ideas what I might be doing wrong? Is there anything else I need to do other than putting that script on the camera?

    Screenshot 2023-05-13 at 1.32.08 pm.png

    I'm on Version 0.9.14.1, Unity 2021.3.23f1, Universal RP Version 12.1.11.

    Thanks,
    Pete

    P.S - I also noticed the recorder doesn't initialise properly in the editor if you are using "Enter Play Mode Settings".
     
  41. pmjo

    pmjo

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    Hi! The problem is that you try to run the code with URP. The description of the example code mentions that it is for Built-In render pipeline :) The provided custom integration snippets in the documentation are just examples how you can feed different data to the encoder (instead of just screen). With custom integrations one needs full understanding what happens under the hood and how to hook to Unity command buffers on that pipeline. Unfortunately I don't have an offscreen camera example for you at the moment but I could try to create one at some point. Meanwhile you could try to investigate the URP examples and try to think if they could be modified to record only some specific "offscreen" camera. The key is that you only do context.ExecuteCommandBuffer(m_CommandBuffer) for the camera you wish to record and only once per frame.
     
  42. petey

    petey

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    Oh no, I have about zero " understanding what happens under the hood " :( . I might have to shelve that idea for the time being.
     
  43. pmjo

    pmjo

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    Then it might be a bit challenging. Can you explain me what you exactly want to do do? for example, how many cameras you would be using? one for screen, one for offscreen? would the offscreen camera have post processing?
     
  44. petey

    petey

    Joined:
    May 20, 2009
    Posts:
    1,771
    Hey @pmjo,
    I wanted to capture an area like this in an AR app -

    Screen Record.png

    It worked fine in the old Unity render system, but I can't go back to that now.
    So it would just be the one camera, capturing a square of the screen.
    I thought the render texture might have been a good fit for that, but yeah. I really don't know what I'm talking about when it comes to renderers :)

    THanks,
    P.
     
  45. pmjo

    pmjo

    Unity Technologies

    Joined:
    Sep 17, 2013
    Posts:
    240
    This should be easy. Does anything need to be hidden from the square are (like UI) or is it just a partial screen capture?
     
  46. petey

    petey

    Joined:
    May 20, 2009
    Posts:
    1,771
    Yeah, I was ignoring the UI (overlay) camera. The render texture was coming from the base camera to avoid that.
     
  47. petey

    petey

    Joined:
    May 20, 2009
    Posts:
    1,771
    Hey, just wondering did you get any time to look at that problem?
    P.
     
  48. pmjo

    pmjo

    Unity Technologies

    Joined:
    Sep 17, 2013
    Posts:
    240
    A bit but did not get far, just a flickering AR project even there was not recording yet. I think the AR Foundation I tried is not compatible with URP. What AR Foundation version you are using? Haven't played with AR kit for a long time.
     
  49. kloot

    kloot

    Joined:
    Mar 14, 2018
    Posts:
    77
    Surely there must be a way to get runtime data from an Audio Mixer? I wonder how the Unity editor window for the Audio mixer is created.
     
  50. pmjo

    pmjo

    Unity Technologies

    Joined:
    Sep 17, 2013
    Posts:
    240
    On the second page of this thread there is an additional plugin that I created for recording a specific node in Audio Mixer. Never totally finished it so that I would put it inside NGR but at least it worked then. For that I needed to write a native audio plugin in c (or maybe it was c++).