Record any gameplay footage without performance impacts. Native iOS overlay recording controls are included that are NOT recorded in your video! It is insanely easy to setup (NO CODING REQUIRED!), just drag’n’drop the prefab into your scene. Additionally, the package includes examples for UnityUI and NGUI if you want to record runs.
OVERVIEW
Record any gameplay footage without performance impacts
Stream/Broadcast gameplay footage to third party services such as Mobcrush
Native iOS overlay recording controls (NOT recorded in your video!)
Easy integration (no coding required!)
Microphone support (for commentaries)
FEATURES
Easy integration (drag’n’drop)
Native iOS overlay with recording controls (NOT visible in recordings!)
Microphone support for commentaries
Ready-to-use Unity UI example
Ready-to-use NGUI example
Edit, save and share videos directly from within the game to other apps or services (Facebook, YouTube, cloud etc.)
Choose your preview style (fullscreen, page sheet etc.)
Edit and share recordings easily via the native iOS preview. Save your video or upload directly to YouTube, Facebook, or share with other apps.
PERFORMANCE
reK - iOS ReplayKit Plugin uses Apple’s ReplayKit Framework (iOS 9+), and is therefore the most powerful way to record videos in Unity iOS games.
BROADCASTING/LIVE STREAM
reK - iOS ReplayKit Plugin enables you to stream gameplay footage to streaming services such as Mobcrush (third party app of the service must be installed on the device).
Hello, I have just found this asset, and think that it may be good and useful.
Are the options shown above in the quote already available in the current version?
I have some questions
1 - Does it have a button to replay the video when you end playing a level? Can you and pause and play when you want? I mean to be able to pause and so this way you can be able to make a screenshot.
2 - I want that it will always record the game without having you to click to record, or have an option that you can make it automatic (that it will always record), OR manual (where you can choose when to record)
3 - How is recorded the game? I mean it will record exactly what you have played in the exactly same way? I mean that you will see all the same, OR would be possible to change the camera and point of view of what you played?
4- Can the video be saved in the iPad itself?
5 - Does the recording of the video needs storage space to be recorded? or is it saved to the RAM? or how is made?
6 - How long can the recorded video be done? I mean how many minutes can be recorded without stop, or if this depends on how much memory is available?
Yes. Concerning the preview style, we just added a fix for an issue with that, and are submitting it to the AssetStore. If you need it faster, please let us know via rek@rarebyte.com.
When you have finished a recording, you can preview your recording. This opens a native iOS preview and edit dialog for your recording, where you can edit (e.g. cut) your video, play it, and move to a certain point in time. You can save the recording to your camera roll, or share it (this depends on what apps you have installed, e.g. Facebook etc.).
This is possible. You can just start the recording via code (or use e.g. a click handler etc.) when you enter a level, and then stop when at the end of the level.
It will record exactly whatever you have on-screen, except the native recording controls (if you use them). It is not possible to change the camera for the recording only.
Sure, on the preview dialog you have an option to save the recording to your camera roll.
Of course the recording needs storage space. This is handled by iOS internally.
You can basically record until you run out of disk space.
Please let me know if you have more questions, cheers!
Im having some trouble getting this to build on the cloud. Is anyone else having this issue?
Thanks!!
9827: [xcode] ld: warning: arm64 function not 4-byte aligned: ltmp0 from /BUILD_PATH/…default-ios//temp.5oN9jj/Libraries/libiPhone-lib.a(PLCrashAsyncThread_current-5565F35D16E4818B.o)
9828: [xcode] ld: warning: arm64 function not 4-byte aligned: _Unityplcrash_async_thread_state_current from /BUILD_PATH/…default-ios//temp.5oN9jj/Libraries/libiPhone-lib.a(PLCrashAsyncThread_current-5565F35D16E4818B.o)
9829: [xcode] ld: object contains invalid bitcode: /BUILD_PATH/default-ios//temp.5oN9jj/Libraries/UnityReplayKit/Plugins/iOS/libUnityReplayKitPlugin.a(UnityReplayKitPluginWrapper.o) for architecture arm64
Hi @charlierby , I haven’t turned it off intentionally, I had assumed bitcode was enabled by default in the latest Unity. I will have to double check that and get back to you…
You cannot directly access the video file as iOS does not allow to do so. You have to open the preview window and then there are options to save or share the video (depends on what you have installed on your device).
It only works if an app supports sharing data from within other apps. In this case, WeChat needs to support the sharing option (just like Facebook, WhatsApp etc.). If that is the case it will be automatically visible in the sharing dialog. Unfortunately, there is no way to access the video directly on iOS.
Has the video recording been tested on projects using the device camera while recording?
For example, AR applications using Vuforia or ARToolKit where the camera is tracking and overlaying rendering over the device’s camera.
Although we have not tested these special cases, from what we know it should work as expected as long as all that you want to record is rendered to the main window (read: inside Unity) of your application.
I’m trying to build and run UnityReplayKitExampleUnityUI example on an iPhone 6s. Xcode gives linking errors below. Do I need to add any additional dependencies in my Xcode project?