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Rezzolution
12 years agoHonored Guest
Record real-time cutscenes with head-look?
Howdy guys! Hoping for a bit of help with something... I'm working on a project with Unity, and I'm wondering if there's any good way to go about recording gameplay of my game that I play myself, t...
owenwp
12 years agoExpert Protege
I don't think anyone has a neatly packaged unity solution, and its a hard problem in general.
Probably the easiest approach is to create animation clips at runtime and generate keyframes for all of your visual state-affecting variables at some interval while playing. Theoretically you could then play that animation back with user input turned off and have everything look pretty similar.
The hard part would be making sure that the right variables are captured, with all the necessary state information, and that they give you reproducible visuals when you replay (and interpolate, remember everything in animation is a curve) their values.
Or, if you are networking your game, you could just capture the network data stream and echo it back.
Probably the easiest approach is to create animation clips at runtime and generate keyframes for all of your visual state-affecting variables at some interval while playing. Theoretically you could then play that animation back with user input turned off and have everything look pretty similar.
The hard part would be making sure that the right variables are captured, with all the necessary state information, and that they give you reproducible visuals when you replay (and interpolate, remember everything in animation is a curve) their values.
Or, if you are networking your game, you could just capture the network data stream and echo it back.
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