![]() Recording efficiency? Speaking from my limited user experience, it will depend on your goals and computer hardware specs. It's relatively new so in preview builds there will be bugs. A game engine version of a non-linear video editor (or one aspect of it when combined with timeline and cinemachine). That's I think, in part, what Unity Tech's plan and motivation for this tool's development. Or exporting out in HD res, still frames. If you're familiar with vfx, video compositing, or video post-processing workflow there's a need to render in "passes" (foreground elements from background, lighting passes, z-depth even, and such). I'm just having a hard time understanding the value of an editor-only screen recording I use it for cinematics or video production projects. Sorry if this sounds like I'm complaining. So what's the story with this package? Why does it exists if it can't be used in a build? Compared to recording with OBS Studio, or any other screen recording software, what's the reasoning for using this package? Is it especially efficient when recording Unity or something? ![]() I also see that under 2019.2, additional integration with HDRP was added, allowing recorder output to be fed into shaders? What's the point of this if it's not usable in a build? So I'm confused about whether this is actually supported or not for recording in a build. But then I see recent fixes to this package claiming to have fixed issues with iOS builds. And I see in this thread that this package isn't intended to work in builds, or doesn't work in builds. I found this package while looking for a screen recording tool I could use in a build, to capture camera output to allow players to share gifs/videos of their gameplay. ![]() Could someone maybe give me a quick explanation of what this package is useful for? In what ways are people using it?
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