Announcement: iVidCapPro 1.5 Available

Version 1.5 of iVidCapPro is now available.  This version contains the following changes:

  • Compatibility updates for Unity 5.0.
  • New component added: iVidCapProEdit. This component will be used to add video editing capability in the future. Currently a single function is available: CopyVideoFileToPhotoAlbum. This allows you to copy an existing video file to the device photo album. This can be useful if you need to record a video then do some post-processing on it before placing it in the photo album. Use it in conjunction with the Save_Video_To_Documents option on EndRecordingSession.
  • The iVidCapPro unitypackage build release has been moved to Unity 4.5. This means that starting with this version the package is no longer compatible with Unity 3.

Note: If you are using the iVidCapPro_SampleManager script in some project, say for testing purposes, be aware that is has been changed in this version to store the resultant video in the Documents folder and not copy it to the device Photo Album.  A new button has been added to the sample manager to explicitly copy the video to the Photo Album, in order to test the new CopyVideoFileToPhotoAlbum feature.

While doing some testing of this release I encountered an “interesting” problem.  I discovered a situation in which two cameras were being used to source the video and the view from one of the cameras was visible only for the first few frames of the video and then disappeared.  This is repeatable for the setup in my particular testcase.  My suspicion is currently focused on the OnRenderImage() method of the camera and the possibility that the camera depth setting is not being preserved in the calling order to this method across multiple cameras. I’m still investigating.  If anyone has encountered this situation and/or has some insight into the problem I’d love to hear about it!  8^)

The update can be downloaded here:

iVidCapPro 1.5

2 thoughts on “Announcement: iVidCapPro 1.5 Available

  1. Hi James,

    I’m wondering if you found any fix to the problem mentionned in your post about having two cameras and one of them only visible for a couple of frames?

    I’m having the same issue.

    Thanks and great work on the plugin.

    • Hi Sebastien,

      The problem is that the camera depth is not honored when the camera’s OnRenderImage() method is invoked, so that frequently it appears to be impossible to get the cameras to render in the desired order. The result is that it’s not uncommon for say the GUI camera to end-up rendering behind main camera. Not good.

      Back when I discovered this problem I tried a prototype that used the OnPostRender (I think that’s the name) method. This worked, but the problem of going that path is that I had to do an explicit manual camera render which impacted the performance considerably. So I never released it. At this point in time I am not actively working on the plugin due to other projects.

      The main suggestion I have is to work out a scheme to render the desired cameras to a rendertexture and use the plugin feature to accept a rendertexture directly to produce the video.

      Best of luck!

      Cheers,
      James

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