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jasonm-unity 2017-06-01 14:33:22 -04:00
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@ -20,9 +20,9 @@ And last but not least, is the ensuring that at any point a custom recorder can
### Through the Editor's Record window
1. Select a type of recording and open the recorder window
![](GenericFrameRecorder/docs/images/recorder-menu.png)
![](docs/images/recorder-menu.png)
2. Edit the recorders settings
![](GenericFrameRecorder/docs/images/RecorderWindow.png)
![](docs/images/RecorderWindow.png)
3. Click "Start Recording" to lauch recording.
Note that this can be done from edit mode and from game mode...
@ -32,16 +32,16 @@ a
2. Add a "Frame Recorder track" to the timeline.
3. Add a "Frame Recorder clip" to the track.
4. Select the newly added slip
![](GenericFrameRecorder/docs/images/TimelineTrack.png)
![](docs/images/TimelineTrack.png)
5. Edit the clip's settings
![](GenericFrameRecorder/docs/images/RecorderClip.png)
![](docs/images/RecorderClip.png)
6. Enter play mode and trigger the timeline through behaviours...
## Design
### Conceptual blocks
The Recording framework is composed of three conceptual groups:
![](GenericFrameRecorder/docs/images/ConceptualBlocks.PNG)
![](docs/images/ConceptualBlocks.PNG)
* Recorders: the part that takes data feeds (Inputs) and transform them into whatever format they want (Image input -> mp4 file). They do NOT deal with gathering the data from Unity: that is the Inputs task. Every recorder is broken down into three peices: Recorder, Settings and Settings Editor.
* Inputs: specizalied classes that know how to gather a given type of data from unity and how to pre-package that data in a way that is ready from consumption by the Recorders. Like recorders, Inputs are borken down into three parts: Input, Setttings and Settings Editor.
* Support: holds the FrameRecorder's logic, UI, timeline integration and services.