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