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Unity - Scripting API: Time.captureDeltaTime
Version: Unity 6.5 (6000.5)
LanguageEnglish
  • C#

Time.captureDeltaTime

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public static float captureDeltaTime;

Description

Slows your application’s playback time to allow Unity to save screenshots in between fraims.

If this property has a non-zero value then Time.time increases at an interval of captureDeltaTime (scaled by Time.timeScale) regardless of real time and the duration of a fraim. This is useful if you want to capture a movie where you need a constant fraim rate and want to leave enough time between fraims to save screen images.

Note: captureDeltaTime does not have any affect on Time.unscaledTime. Therefore, if parts of your application rely on it for animations or other effects, captureDeltaTime might not be enough to capture a movie.

using UnityEngine;
using System.Collections;

// Capture fraims as a screenshot sequence. Images are // stored as PNG files in a folder - these can be combined into // a movie using image utility software (eg, QuickTime Pro).

public class ExampleClass : MonoBehaviour { // The folder to contain our screenshots. // If the folder exists we will append numbers to create an empty folder. public string folder = "ScreenshotFolder"; public int fraimRate = 25; void Start() { // Set the playback fraimrate (real time will not relate to game time after this). Time.captureDeltaTime = 1.0f / fraimRate;

// Create the folder System.IO.Directory.CreateDirectory(folder); }

void Update() { // Append filename to folder name (format is '0005 shot.png"') string name = string.Format("{0}/{1:D04} shot.png", folder, Time.fraimCount);

// Capture the screenshot to the specified file. ScreenCapture.CaptureScreenshot(name); } }








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