• Unity
  • Services
  • Made with Unity
  • Learn
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Forums
  • Answers
  • Feedback
  • Issue Tracker
  • Blog
  • Evangelists
  • User Groups

Navigation

  • Home
  • Unity
  • Industries
  • Made with Unity
  • Learn
  • Community
    • Forums
    • Answers
    • Feedback
    • Issue Tracker
    • Blog
    • Evangelists
    • User Groups
  • Get Unity
  • Asset Store

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Lightrocker · May 02, 2016 at 08:31 PM · videosynchronizationoutput

Why is Time.captureFramerate an integer value?

It would be really nice to have a floating-point equivalent for Time.captureFramerate, so I could force external scripts and Unity code to run at 23.976, 29.97 or 59.94 Hz. Now I have to set it to 24, 30 or 60, so there is a difference in time between prepared values and output when the result is synchronized to NTSC formats. E.g. an animation, which is authorized to be exactly one hour long, becomes 3.6 seconds longer. It is only a difference of 0.1% but professional customers can question the precision of a system or lose confidence in general. The use of Time.timeScale is no option, if the flexibility of Unity should be retained, because scripts from the Asset Store or made by customers can create conflicts when they use that value, too.

Why has Time.captureFramerate ever been designed to be an integer initially? Would it be possible to add a floating-point alternative?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Screenshot Movie with Audio Capture 1 Answer

How many audio channels and simultaneous video textures can be played in sync simultaneously? 0 Answers

How do I sync a videoplayer on multiplayer? 0 Answers

Recording Output from a Camera 2 Answers

using multiple monitors / video outputs? 5 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges