If I add 1 new ReplayObject to the scene then the list my manager saved with the SO becomes inaccurate.Īny assistance you might have is most appreciated! Since I'm using my ReplayManagerWindow to create the ReplayBridge SOs, I can add logic to the manager to store all the gameobject lists in the SO (like looping through all ReplayObjects in the scene and storing them in the SO manually), but I'd rather not do that as I'd rather use the actual replay file as the 'master' file that shows everything it contains. I'm assuming ReplayStorageTarget was never meant to be read in the Editor? I can understand why as this is a niche case, but is there another means I can read the replay data? :StreamThreadMain() (at Assets/Plugins/Recording Plugins/Ultimate Replay 2.0/Scripts/Storage/Stream/:120) UnityEngine.Debug:LogException(Exception) () (at Assets/Plugins/Recording Plugins/Ultimate Replay 2.0/Scripts/Storage/Stream/:107) (System.Int32 millisecondsTimeout) (at :0) :StreamThreadMain() (at Assets/Plugins/Recording Plugins/Ultimate Replay 2.0/Scripts/Storage/Stream/:119) Which doesn't seem to get any correct data as both values stay 0, and not long after I get a number of exceptions like this:Īn exception caused the 'ReplayFileTarget' to fail (file stream thread : 1663) I'm doing this on an InspectorInit function: For the editor window above, as you can see I'm trying to show some basic statistics of it, but reading the file results in threading exceptions.
#Lol replay camera tool how to#
That's where I'm at now, but what I can't figure out is how to use ReplayStorageTarget in a non-live setting. If you record, it will record over the replay file specified in the SO.
If the ReplayFile exists, it can be played when the Start button is pressed.
Then I modified the Repla圜ontrols script to use the SO: The 'Delete Selected Replay', though, will delete both the SO and the replay file (if it exists). The 'Create New Replay' creates the SO, but not the actual ReplayFile. This is the list of assets being displayed in the left side menu tree. I built a replay manager window that looks like this:Īs I couldn't figure out a way to display data about replay files without an intermediary, I created a ReplayBridge ScriptableObject that has some basic metadata shown above.
#Lol replay camera tool update#
I wanted to update you guys to possibly get more detailed feedback when you have a chance. I'm trying to close that loop to include the name of the game object the ReplayObject is attached to in an editor window so I know what's inside this recording.Īny advice/suggestions you might have are much appreciated! Thanks guys! I found the ReplayStreamHeader will give me summary stuff like duration and memory usage, but I'm not sure how to drilldown to get the list of game objects in the recording.įrom reading the guide, I know the data is stored by the ReplayIdentity set on the ReplayObject. I'm just hoping you guys have some good advice that could save me time when building this? I'm reading the API, but it's not obvious so far how to read that data. Total Dynamically created GameObjects (prefabs)
#Lol replay camera tool code#
This might be an idea to include in future versions? But what I'm trying to code is something that will just basically show you:
replay files as they don't already have one. In essence I'm building a custom inspector for the. I'm working to code a custom editor to help manage these and I wanted to ask about any already built functionality that could help me out. Most of the characters will be rather small and won't require super high fidelity so I don't think it's going to be a big deal.īut the managing of these recordings and knowing what's in them is the biggest challenge. Simple enough, although the plan is to have a alot of characters (possibly 100+) in the scene, so memory usage and fidelity are main concerns I'm watching out for, but also managing recordings with possibly dozens of characters in them. My project is more of a content creation tool than a game, as such I'm using UR more for recording of character movements and animations. Hi guys! Thanks for the help with the Plugins folder issue! I have another question for you guys but feel like others could benefit as well.