I've made a whole bunch of changes to the script today:* The recorded frame rate should now be independent of the actual frame rate. Setting the Frame Rate variable to something between 1 and 60 makes it record at the corresponding fps. Setting it to 0 results in realtime capturing at whatever fps Unity runs at. * You can…
To record directly in Unity, you could try calling Application.CaptureScreenshot every update, IF you can asure a steady frame rate. As far as I know, Unity maxes out at 60fps, so if your machine is strong enough to keep it at a constant 60fps, calling Application.CaptureScreenshot every update should theoretically result…
Unity doesn't really have a proper cutscene editor on it's own(yet) like unreal does. There are some solutions on the asset store to fix that, i'm still looking to find out what the best one is myself. Cinema Director looks very promising so far, but it's not cheap. If I you don't want to buy one you can try making…