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README.md
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README.md
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### Through the Editor's Record window
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1. Select a type of recording and open the recorder window
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![](GenericFrameRecorder/docs/images/recorder-menu.png)
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![](docs/images/recorder-menu.png)
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2. Edit the recorders settings
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![](GenericFrameRecorder/docs/images/RecorderWindow.png)
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![](docs/images/RecorderWindow.png)
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3. Click "Start Recording" to lauch recording.
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Note that this can be done from edit mode and from game mode...
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2. Add a "Frame Recorder track" to the timeline.
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3. Add a "Frame Recorder clip" to the track.
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4. Select the newly added slip
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![](GenericFrameRecorder/docs/images/TimelineTrack.png)
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![](docs/images/TimelineTrack.png)
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5. Edit the clip's settings
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![](GenericFrameRecorder/docs/images/RecorderClip.png)
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![](docs/images/RecorderClip.png)
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6. Enter play mode and trigger the timeline through behaviours...
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## Design
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### Conceptual blocks
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The Recording framework is composed of three conceptual groups:
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![](GenericFrameRecorder/docs/images/ConceptualBlocks.PNG)
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![](docs/images/ConceptualBlocks.PNG)
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* 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.
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* 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.
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* Support: holds the FrameRecorder's logic, UI, timeline integration and services.
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