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README.md

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# Frame Recorder
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### Brief
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The *Frame Recorder* is a project that facilitates recording of Unity artifacts from Unity. The framework does not define what can be recorded, but defines a standard way of how to define and setup a recorder and takes care of aspects common to all recorders (time managenent, Timeline integration, record windows, etc).
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Extensibility is a prim concideration and since not all use cases can be thought of in advance, whenever relevant, the frameworks base classes strive to always offer an easy way to override the default beahviour of the system. where recorder types are detected at run time and made available to the recording framework dynamically. This is accomplished through inheritance and class attributes.
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The *Frame Recorder* is a project that facilitates recording of Unity artifacts. The framework does not define what can be recorded, but defines a standard way of how to record any artifact and takes care of aspects common to all recorders (time managenent, Timeline integration, record windows, etc).
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An important aspect is extendibility, where recorder types are detected at run time and made available to the recording framework dynamically. This is accomplished through inheritance and class attributes.
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Another key consideration is UX, by defining a standard pattern and basic classes, lets the framework treat all recorders equally and display them consistently. This allows for a generic “recorder window” that is provided and takes care of configuring and starting a “recording session” from edit mode.
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Of note is the control of flow of time: is variable frame rate requested or fixed? This impacts all recorders that record more than one frame’s worth of data and so is taken care of by the framework.
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And last but not least, is the ensuring that at any point a custom recorder can override any standard behaviour of the service to allow full flexibility and not constrain what can be recorded or how.
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### Current limitations
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..* Recorders are Player standalone friendly, but not the editors.
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..* Framerate is set at the Recorder level which makes for potential conflict when multiple recorders are active simultaneously.
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* Inputs: specizalied classes that know how to gather a given type of data from unity and how to pre-package that data in a way that is ready from consumption by the Recorders. Like recorders, Inputs are borken down into three parts: Input, Setttings and Settings Editor.
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* Support: holds the FrameRecorder's logic, UI, timeline integration and services.
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### Main limitations of current state
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..* Recorders are Player standalone friendly, but not the editors.
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..* Framerate is set at the Recorder level which makes for potential conflict when multiple recorders are active simultaneously.
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