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Question by kou · May 12, 2014 at 01:23 PM · animationrendertextureframerate

How to render frame by frame?

I have a animated camera which has 70 frames. I need to save images of exactly 70 frames of the camera into png files. So in a way it has to be CPU-speed independent. Is it even possible to tell unity don't go to the next frame unless I tell you so, so that I make sure I'm not having missed frames?

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avatar image MaT227 · May 17, 2014 at 07:57 AM 0
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Did you achieved what you tried to do ?

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Answer by MaT227 · May 12, 2014 at 01:55 PM

You can try to capture the screen in the OnRenderImage function. I suggest you to look at the MonoBehaviour functions. Here is also an interesting topic: Efficiently capturing rendered images ?

And here you can try setting your framerate using Application.targetFrameRate.

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