Taking screenshots at given interval

Hello!

We have to implement a simple screenshot taking feature, which takes a screenshot at the given interval. What we currently doing is we render the whole screen to a Texture2D, put that in an array and when we finished ‘recording’, we write them to file, so we don’t clog the main thread with IO operations. I set the Time.captureFramerate to the desired FPS and in Update we use Time.deltaTime to calculate when should we save a screen. The problem is on lower spec devices (iPhone4, 5) it took less screenshots than what it should been (e.g. 5 second movie with 30 fps should be 150 frame, but it records only 70-80) while on the other hand on higher end devices(iPhone 6, 6S) it took more screenshots. How can I ensure that the correct frame count will be recorded?

Code snippet: int fps2 = 30;struct TextureHolder { public Texture2D tex; public stri - Pastebin.com

When you’re using Time.captureFramerate you should take a screenshot every frame. It slows the game down to the desired frame rate in order to be able to capture smooth video frames. Your custom frame skipping makes no sense when using captureFramerate, and is likely the source of your irregular frame counts. Either set the frame rate to the desired fps or multiples of it so you can skip a fixed number of frames.

I removed my own frame skipper code, and took screenshot every frame, but its still not okay. I recorded screenshots for 5 second with Time.captureFramerate = 30. This should result in 150 frame, although I only got about 60-70 on a Galaxy S4