用unity写一个屏幕录制的完整功能
时间: 2024-06-12 12:08:24 浏览: 163
首先,需要创建一个Unity项目并设置好屏幕录制的相关参数,例如录制的分辨率、帧率、录制时长等。
接下来,需要编写代码来实现录制功能。可以使用Unity提供的屏幕截图功能来实现录制,具体步骤如下:
1. 在需要录制的场景中添加一个Camera对象,并将其渲染目标设置为RenderTexture。
2. 创建一个RenderTexture对象,并将其作为Camera对象的渲染目标。
3. 在每一帧开始渲染前,通过调用Camera.Render()方法将场景渲染到RenderTexture中。
4. 在每一帧渲染完毕后,通过调用RenderTexture.ReadPixels()方法将RenderTexture中的像素数据读取出来。
5. 将像素数据编码成视频格式,并保存到本地文件。
除了基本的录制功能,还可以添加一些额外的功能,例如:
1. 支持录制声音:使用Unity提供的AudioRecorder组件来录制声音,并将声音数据合并到视频中。
2. 支持暂停/继续录制:通过在录制过程中切换渲染目标,可以实现暂停/继续录制的功能。
3. 支持录制鼠标点击和键盘输入:通过监听鼠标和键盘事件,可以记录下鼠标点击和键盘输入的时间和位置,并将其合并到视频中。
4. 支持视频压缩和优化:使用视频编码库进行视频压缩,以减小视频文件大小,并且可以对视频进行一些优化处理,例如去除噪点、平滑处理等。
5. 支持视频上传和分享:将录制好的视频上传到云端,或者分享到社交网络上。
相关问题
用unity写一个录制屏幕和麦克风的脚本
可以使用Unity自带的ScreenCapture和Microphone类来实现录制屏幕和麦克风的功能。以下是一个简单的示例代码:
```
using UnityEngine;
using System.Collections;
using System.IO;
public class Recorder : MonoBehaviour {
public int frameRate = 30;
public int width = 1920;
public int height = 1080;
public string outputPath = "output.mp4";
private bool isRecording = false;
private float startTime;
private string tempPath;
void Start () {
tempPath = Path.Combine(Application.temporaryCachePath, "temp.mp4");
}
void Update () {
if (Input.GetKeyDown(KeyCode.R)) {
if (!isRecording) {
StartRecording();
} else {
StopRecording();
}
}
}
void StartRecording () {
isRecording = true;
startTime = Time.time;
Screen.SetResolution(width, height, false);
Application.targetFrameRate = frameRate;
Microphone.Start(null, true, 10, AudioSettings.outputSampleRate);
}
void StopRecording () {
isRecording = false;
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height, true);
Application.targetFrameRate = -1;
Microphone.End(null);
StartCoroutine(EncodeVideo());
}
IEnumerator EncodeVideo () {
yield return new WaitForEndOfFrame();
var audioClip = Microphone.GetClip(null, false);
var videoEncoder = new VideoEncoder(tempPath, width, height, frameRate);
var audioEncoder = new AudioEncoder(tempPath, audioClip);
var videoThread = new System.Threading.Thread(videoEncoder.Encode);
var audioThread = new System.Threading.Thread(audioEncoder.Encode);
videoThread.Start();
audioThread.Start();
videoThread.Join();
audioThread.Join();
File.Move(tempPath, outputPath);
Debug.Log("Video saved to " + outputPath);
}
}
public class VideoEncoder {
private string outputPath;
private int width;
private int height;
private int frameRate;
public VideoEncoder (string outputPath, int width, int height, int frameRate) {
this.outputPath = outputPath;
this.width = width;
this.height = height;
this.frameRate = frameRate;
}
public void Encode () {
var args = string.Format("-y -f rawvideo -pix_fmt rgba -s {0}x{1} -r {2} -i - -c:v libx264 -preset ultrafast -crf 0 {3}", width, height, frameRate, outputPath);
var process = new System.Diagnostics.Process();
process.StartInfo.FileName = "ffmpeg";
process.StartInfo.Arguments = args;
process.StartInfo.UseShellExecute = false;
process.StartInfo.RedirectStandardInput = true;
process.StartInfo.RedirectStandardOutput = true;
process.StartInfo.RedirectStandardError = true;
process.Start();
var stdin = process.StandardInput.BaseStream;
var stdout = process.StandardOutput.BaseStream;
var stderr = process.StandardError.BaseStream;
var buffer = new byte[width * height * 4];
while (true) {
var time = Time.time - startTime;
if (time < 0) {
continue;
}
var frame = Mathf.FloorToInt(time * frameRate);
if (frame >= 0 && frame < maxFrames) {
var rect = new Rect(0, 0, width, height);
var tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
tex.ReadPixels(rect, 0, 0);
tex.Apply();
var pixels = tex.GetRawTextureData();
stdin.Write(pixels, 0, pixels.Length);
Destroy(tex);
} else if (frame >= maxFrames) {
break;
}
}
stdin.Close();
process.WaitForExit();
Debug.Log(process.StandardError.ReadToEnd());
}
}
public class AudioEncoder {
private string outputPath;
private AudioClip audioClip;
public AudioEncoder (string outputPath, AudioClip audioClip) {
this.outputPath = outputPath;
this.audioClip = audioClip;
}
public void Encode () {
var args = string.Format("-y -f s16le -ar {0} -ac 1 -i - -c:a aac -b:a 256k {1}", audioClip.frequency, outputPath);
var process = new System.Diagnostics.Process();
process.StartInfo.FileName = "ffmpeg";
process.StartInfo.Arguments = args;
process.StartInfo.UseShellExecute = false;
process.StartInfo.RedirectStandardInput = true;
process.StartInfo.RedirectStandardOutput = true;
process.StartInfo.RedirectStandardError = true;
process.Start();
var stdin = process.StandardInput.BaseStream;
var stdout = process.StandardOutput.BaseStream;
var stderr = process.StandardError.BaseStream;
var buffer = new float[audioClip.samples * audioClip.channels];
audioClip.GetData(buffer, 0);
var bytes = new byte[buffer.Length * 2];
for (int i = 0; i < buffer.Length; i++) {
var sample = Mathf.Clamp01(buffer[i]);
var value = (short)(sample * 32767);
bytes[i * 2] = (byte)(value & 0xff);
bytes[i * 2 + 1] = (byte)(value >> 8);
}
stdin.Write(bytes, 0, bytes.Length);
stdin.Close();
process.WaitForExit();
Debug.Log(process.StandardError.ReadToEnd());
}
}
```
这个脚本使用了ffmpeg来编码视频和音频,需要在系统中安装ffmpeg并将其添加到环境变量中。录制视频时,可以按下R键开始/停止录制,录制完成后会保存为一个MP4文件。
帮我写代码实现unity app启动时录制app画面,app关闭时保存录制的视频
好的,我可以帮你写代码实现这个功能。你需要在Unity中使用Unity Recorder插件来录制应用程序的屏幕,并将录制的视频保存到指定的文件中。以下是其中一种实现方法的示例代码:
```
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
public class ScreenRecorder : MonoBehaviour
{
public bool isRecording;
public int videoWidth;
public int videoHeight;
public int frameRate;
public string outputFile;
private Recorder recorder;
// Start is called before the first frame update
void Start()
{
gameObject.AddComponent<Camera>();
var cam = GetComponent<Camera>();
cam.targetTexture = new RenderTexture(videoWidth, videoHeight, 24);
cam.enabled = false;
recorder = gameObject.AddComponent<Recorder>();
recorder.m_OutputFileName = outputFile;
recorder.m_ForceAlphaInMJPEG = true;
recorder.m_Source = RecorderSource.MainCamera;
recorder.m_FPS = frameRate;
isRecording = false;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
if (!isRecording)
{
isRecording = true;
StartRecording();
}
}
if (Input.GetKeyDown(KeyCode.S))
{
if (isRecording)
{
isRecording = false;
StopRecording();
}
}
}
void StartRecording()
{
recorder.BeginRecording();
GetComponent<Camera>().enabled = true;
}
void StopRecording()
{
GetComponent<Camera>().enabled = false;
recorder.EndRecording();
}
}
```
这个脚本可以附加到启动时的场景中,然后在 Unity 编辑器中设置视频的宽度、高度、帧速率以及保存文件的路径。你可以使用普通的播放器(如Windows Media Player或Quicktime Player)来播放录制的视频文件。
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