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manual resolution / game window now uses GameView's internal render resolution settings not the window's displayed size.
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source/Core/FrameRecorder/Inputs/CBRenderTexture/Engine/CBRenderTextureInput.cs

Lines changed: 13 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -27,6 +27,17 @@ public static EditorWindow GetMainGameView()
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return (EditorWindow)Res;
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}
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void GetGameRenderSize(out int width, out int height )
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    {
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        var gameView = GetMainGameView();
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        var prop = gameView.GetType().GetProperty("currentGameViewSize", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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        var gvsize = prop.GetValue(gameView, new object[0]{});
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        var gvSizeType = gvsize.GetType();
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        height = (int)gvSizeType.GetProperty("height", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance).GetValue(gvsize, new object[0]{});
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        width = (int)gvSizeType.GetProperty("width", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance).GetValue(gvsize, new object[0]{});
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    }
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#endif
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CBRenderTextureInputSettings cbSettings
@@ -70,12 +81,10 @@ public override void BeginRecording(RecordingSession session)
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{
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case EImageSource.GameDisplay:
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{
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int screenWidth =Screen.width;
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int screenWidth = Screen.width;
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int screenHeight = Screen.height;
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#if UNITY_EDITOR
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var window = GetMainGameView();
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screenWidth =(int)window.position.width; // magic number: guaranteed to not be universal
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screenHeight = (int)window.position.height - 17; // magic number: guaranteed to not be universal
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GetGameRenderSize(out screenWidth, out screenHeight);
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#endif
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if (cbSettings.m_RenderSize == EImageDimension.Manual)
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{

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