[Released] AVPro Movie Capture


Latest version 5.3.2 - Released 2nd October 2024

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Links: Webpage | Documentation | Support

The video capture Unity plugin solution for professionals.
AVPro Movie Capture is a plugin that allows advanced capturing and rendering from within Unity and standalone builds, directly to disk as AVI/MP4/MOV/PNG file.

Features include:

  • NEW Android Support (including support for Vulkan)

  • NEW Support for Wwise audio offline capture

  • NEW System-wide audio capture (Windows only)

  • NEW Ambisonic capture to WAV

  • NEW Offline audio capture support

  • NEW Direct3D 12 support (D3D12 / DirectX12)

  • NEW Unity 2022 support

  • Windows, macOS, Android and iOS support

  • Very easy to use

  • Optimised for high performance

  • GPU hardware encoding

  • Real-time capture and offline rendering

  • Rendering to 8K resolution

  • Works in the editor and also in standalone builds

  • Use any video codec you want

  • Equi-rectangular capture for 360 degree VR (mono and stereo)

  • Omni-directional stereo (ODS) support for VR renders

  • Bitrate and encoding options

  • Motion blur rendering

  • Linear and Gamma colour-spaces supported

  • Can capture alpha channel for creating transparent videos

  • Records audio directly from Unity or from a system recording device

Purchase the editions at the Asset Store:

We would love to hear your feedback:

Post issues to our Github Issues page, or reply to this thread

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  • The RenderHeads Team
3 Likes

Awesomeness!

If it is anything like the AVPro QT stuff we can’t wait to play with it!

Also, unsure if this functionality is present, but it’d be super great to have the ability to record with an alpha channel (creating an alpha channel by removing background). Congrats on the release!

d

Do you also support the IOS platform?
In other words. Could I generate a video file on an iPad?

It seems to me the vid’s are captured in the editor, not the buikd…

I’m quite interested by the way, may be picking this up later…

Looks like it only supports windows. Would have been nice if you had specified that so I didn’t have to dig through the docs to find it.

The plugin currently only works on Windows PCs however we are interested in doing a port to Mac/iOS. I’ve added “Windows only” to the original post now so people don’t have to trawl through the docs :slight_smile:

@ThomasQ: The capture happens either in the editor or in the build - it’s up to you.

@droderick: I haven’t tested alpha support but we are capturing RGBA32 so in theory with a codec like Lagarith that can capture alpha it should support alpha :slight_smile:

Hi Andrew, I sent you an email regarding performance but have not received a reply. It works great but compared with fraps, it’s about 30% slower. I’m capturing at 20fps where in fraphs I can capture 30fps. I can send you test scene if required.

Thanks imtrobin, I’m busy working on your email now :slight_smile: I’m putting together some guidelines for getting the best performance out of it and trying to automate this in the capture.

It would be great to see your test scene! What resolution were you trying to capture at?

In general to get the best performance:

  1. Disable vsync.
  2. Set the pixel format to YCbCr422_YUY2.
    And to get a bit more speed out:
  3. Set window resolution to a power of 2 size, like 1024x512.

I hope that helps.

Sent you a PM on test scene

I’m capturing at 1280x720. Fraps can capture 22 fps but AVPro captures at 15fps

I have a few questions

  • What would happen if there are multiple cameras? Often we have one camera for UI, one for particles

  • Can you make option to capture at half resolution? That would help to make it faster, hopefully.

imtrobin: thanks for the scene I’ll give it a go.

If you have multiple cameras then it’s best to put the plugin script on the camera that will render last. If you add it to one of the other cameras then it will just grab the rendering of that camera.

I have a new update coming soon with many more features, including an option to easy capture at half/quarter resolutions.

Imtrobin: Just to let you know…I just tried to email you but it bounced saying your mailbox is full…

Yeah, I have a small mailbox size, and someone sent me a big file, were u sending me a large file too? I cleared it already,

Hey all, just wanted to let you know we have released a new version of the AVPro Movie Capture plugin for Unity with lots of new features and improvements.

Update: Version 1.2 Released - 4 February 2012 - major changes:

  • Added ability to capture GUI.
  • Added audio capture.
  • Added resizing to half, quarter, eighth resolution.
  • Improved capture performance and smoothness by only preparing the frame capture data when the encoder requires it.
  • Automatic disable of vsync helps performance.
  • Rounding to multiple of 4 resolution to help codec compatability.
  • Added ability to set target frame rate (15, 24, 30, 60).
  • Added ability to set own file name.
  • Video codecs can now be configured.
  • Fixed various minor bugs.

There’s a new demo on the website to try. Let us know what you think!

-RenderHeads

Is this on assetstore already? It only shows 1.11

Have submitted it…it’s just awaiting review so should be up in a few days.

The demo on our website though uses the latest version 1.2.

Version 1.2 is finally up on the asset store :slight_smile:

Hi Andrew

I see Unity 3.5 has released, it has access to a directx pointer, so AV Pro can be as fast as fraps, in fact probably can be an independent of unity as well. Any chance of update?

Has anyone tested the alpha channel capture yet? This would be great for capturing a video into AE and creating sprite sheets…

I just ran a quick test and indeed I can capture lossless RGB with Alpha from Unity!

To do this:

  1. Use Lagarith codec
  2. In the unity component make sure “Use fast pixel mode” is disabled so that it captures that full RGBA instead of just RGB.
  3. In the Lagarith codec config make sure it’s set to RGBA.

That’s it :slight_smile:

Hi imtrobin,

I’m currently looking into Unity3.5 support.

It seems that the DirectX pointer it exposes is only for the Direct3D device and not for the texture so I dont’ think this really helps :frowning:

-Andrew