When "Quick-Play" is not active, the playback start position cursor is attached to it. The editing cursor: (always present when there is no selected region) is shown as a black vertical line.Pressing the Play button plays from this cursor position. This region will be played whenever the Play button is clicked (see also: Play Region Lock). In the shaded region, the playback region is shown by thin left-pointing and right-pointing arrowheads connected by a line.By default, pressing Play or Record on Transport Toolbar plays or records from the left edge of this region. The selected region: (when present) is shown as a shaded region on the ruler.Clicking on this button will pop up a context menu enabling you to change to pinned (fixed and centered) Play/Record heads.The Play/Record Head button at the far left of the Timeline (shown in its default unpinned state) controls the record and play heads enabling you to toggle between unpinnned and pinned.Installed from the package manager, as usual.Īssets/Samples/Unity Recorder/2.1.0-preview.1/Recorder Editor Sample/RecorderEditorExample.cs(12,20): error CS0103: The name 'RecorderWindow' does not exist in the current contextĪssets/Samples/Unity Recorder/2.1.0-preview.1/Recorder Editor Sample/RecorderEditorExample.cs(12,81): error CS0103: The name 'RecorderWindow' does not exist in the current contextĪssets/Samples/Unity Recorder/2.1.0-preview.1/Recorder Editor Sample/RecorderEditorExample.cs(19,20): error CS0103: The name 'RecorderWindow' does not exist in the current contextĪssets/Samples/Unity Recorder/2.1.0-preview.1/Recorder Editor Sample/RecorderEditorExample. Basically I'm guessing it's not installed, even tough it says it is and when I install the samples, it fails. Installed the samples and got the following errors. It states the recorder is installed, it does not appear. (UnityEngine.RenderTexture template) (at (UnityEngine.RenderTexture target) (at ( session) (at ( stage, session) (at () (at a fresh install of the latest Unity version, added my content, went to install the recorder. (UnityEngine.RenderTexture textureToCopy) (at C:/buildslave/unity/build/Runtime/Export/Texture.cs:132) ( session) (at () (at Value cannot be null. NullReferenceException: Object reference not set to an instance of an object (FYI I had this same error occur with the asset store version as well) I get this error in the console and the very first frame of the recording is dropped, which is a bummer because I'm attempting to make a looping GIF.įor reference, my setup is basically a modified version of the Example script from the Unity Asset store version of Recorder. I'm running into this ArguementNullException issue when trying to start the recording manually via script. Using Recorder 2.1.0-preview package with Unity 2018.4.18f Thanks for keeping this thread alive and possibly finding an answer. My question is thus the following : could this be my non-beefy hardware struggling to render and record the animations? or a problem with the recorder in keeping up with the clock? This is unfortunately currently unusable. 60/106=0.566 seems to fit but the math isn't correct as I am starting the recordings manually with a +/- 1s delay. When I bring it in Timeline, I have to fiddle with the animation clip's " speed multiplier" in order to have the audio match the animation. My audio in the external app Audacity is however 106s long. The animation once in Timeline has 3600frames, as it should be expected for a 60s long 60fps animation. I thus launch both the recorder and my audio recording (external app) at the same time but the planned 60 seconds end up being 106s. Seeing others also have trouble with Video recording, I have switched to recording the animation (blend shapes and Transforms) instead. When I record a video, the audio is unmatchable in post processing, as the video seems to be recorded faster that 60fps. I have set up the frames to 60 fps, constant and with the cap box checked. I am setting the recorder to record 60 seconds. I am recording the audio with an external app (audacity) that I start at roughly the same time than the recorder in unity. I am currently working on a project in which I animate (hands and facial mocap) a character and record my voice.
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