Unity Recorder Targeted Camera (TaggedCamera) doesn't work with URP Render Type overlay

Just double-checking that this is indeed the case. I have been trying to get this to work for an hour or so know, and I can’t seem to configure it properly to make it work.

The strange part is that I’ve check this page and it only points to TargetedCamera “ActiveCamera” being an issue.

Thanks for your message, I’ll try to reproduce this issue.

Please post:

  • OS
  • Editor version
  • Recorder version
  • Screenshot of your Recorder Window/Recorder Timeline Clip inspector
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I cannot reproduce the problem.
I am on 2020.3.30f1 with Recorder v3.0.3, in Windows.

I created a URP project from the template, added a Render type overlay camera and followed the camera stacking documentation.
I then configure my Recorder window to record the tagged camera with tag “MainCamera” and I get the expected result in my output.




Sorry, for some reason, Unity didn’t alert me to the replies here.

I’ll get on this and reply asap!

So just to clarify, the issue for me is that when a camera is set to overlay in URP, if I try to record the output of just the overlay camera via Recorder I get nothing but a black video for the given tagged camera.

Expectations:
What I would love / expect is Recorder to only capture what the overlay is showing.

Repro Steps:

  1. Create a URP project
  2. Add a “Base” camera (tag this “MainCamera”)
  3. Add a "Overlay camera (tag this “UICamera”)
  4. Configure “Base” camera to stack the above overlay camera
  5. Open unity Recorder
  6. Add a “Movie” recorder
  7. Configure recorder “Capture” as follows
  • Source: Targeted Camera
  • Camera: TaggedCamera
  • Tag: UICamera
  1. Start recording and a black movie should be recorded.

Configuration:
OS: Windows
Unity Version: 2020.3.12f1
Recorder Version: 2.5.5 (also tested with 3.0.3)

I have attached files to demonstrate my configuration. Hope this helps!

P.S. On another note, it would be extremely helpful if there was an option in Recorder to potentially ignore any stacked camera overlays.



I reproduced the issue and logged a bug in our system, thanks for the details.

Concerning your request of ignoring stacked camera overlays, what do you expect to happen when you ignore them?
The Recorder doesn’t control what happens to the cameras: it records what comes out of the cameras. If a stacked camera must be removed, it has to happen in the project and cannot magically disappear in the Recorder output.

Hello,

I took a deeper look at your use case, and unfortunately this is the behaviour “by design”: the capture being executed only on the last render pass for the whole camera render (the top level of the layer stack).
If you wish to capture the base layer, I presume you could change Render Type, Record and then change it back.

Hope this helps.

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Ooof that’s a bit rough as currently my UI is being captured on one camera and gameplay on another.

I understand though, but would like to note a sort of feature request here for this functionality.

Thank you in advance! Also thank you for the communication. Really means a lot.

I am also seeing blank and white screens in the recording in HDRP when I try to record two different cameras. I have set the cameras in the recorders as TaggedCamera with the appropriate tag.
Each camera is set to a different display (1,2)
Does anyone have any suggestions or examples on how to record from two different cameras in HDRP? In script. Although I believe the Recorder window has the same issue.

I got a similar situation when trying to record from a tagged camera. I got an image when I made both cameras be in the same display. It was not in HDRP, but I hope this could help