Hi all,
As I’ve previously written, I’ve created a system which renders out Unity projects as equirectangular stereo images to create VR movies. Whilst the principles of this are working 100% (I can generate the image I require), making it work with a Unity project is proving difficult.
The renderer takes roughly 40 minutes to render a frame. This isn’t a problem, as it’s an off-line process. The problem is that Unity ‘tries to catch up’ with where it should be, and as such ‘jumps frames’. In other words, if I tell the system to render frames 1-5, it renders them, but frames 1-5 are not the same as if you rendered frames 1-5 in real-time; they look like they’re essentially frames 1, 25, 50, 75, 100, for example.
I figured this wasn’t too big an issue, as I could spread the rendering across multiple machines. The issue here is that unless each machine is 100% the same specification as the others, frame 33 (for example) is not the same on machine 1 as it is on machines 2, 3, 4 and 5. This makes using multiple machines practically impossible.
I looked at Time.captureFramerate**,** but it seems that the slowest setting this supports is 1 frame per second.
There has to be a way I can simply lock Unity to ‘whatever frame-rate it runs at’ without the ‘frame correction’ in place? I’ve tried just about everything I can think of (setting timescale to zero etc), but as the stuff I’m trying to render isn’t physics dependent, and Update keeps running, this hasn’t helped at all…
My last thread on this went nowhere, hence me asking again. Does anyone with a deeper understanding of Unity (such as @Aras or @antenna-tree ) have any ideas that could help me with this? This isn’t a hobby project - it’s actually for professional work, and the output is amazing, so it would be very good if there was some way I could fix this final issue…
Thanks in advance for any help! I generally don’t need much in the way of guidance with Unity as I’ve been using it for so long, but I’m really stuck with this one!
Cheers,
SB