Problems recording my 2d game made with Unity (laggy / stuttering) - unity3d

I'm pretty new to Unity and have a problem. I programmed a small 2D game in Unity that works fine, runs smoothly and doesn't lag at 60 fps. The problem occurs when I try to record a video of my game. No matter which screen recorder I tried (on Windows 10 with Xbox recorder as well as on Android Samsung Galaxy S8 and S5 with different recorders), the video doesn't run smoothly (seems stuttering). I have already tried different quality settings, different fps and switched off vSync, but nothing helped. When I set my game below 60 FPS, the game starts to stutter itself and the FPS is not kept constant. The screen resolution is 1920 x 1080.
I am now very desperate and frustrated about this problem, because I would like to make good quality videos of the game. So if anyone has any idea or suggestions how to solve this problem I would be very thankful!

try this link
it will take you VideoCapture, a free asset made for exactly your purposes. since its free you can add it right to your packages and start using it without trouble, and it elemenates the pesky problem of third party recordings.

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My game works fine in pc but when i play in mobile it looks like 15fps. But 60fps (Unity)

I created a online mobile game with photon (unity) . It was working successfully. But something happened and now in its look like low fps. But i checked it and fps counter showed me 60fps. I tried nearly everything for it but i couldn't fix it. (Yes i checked camera update)

VR 360 video playback in Unity app is constantly choppy, not at all smooth on Oculus Quest 2

I'm building a simple 360 monoscopic video player app in Unity for Oculus Quest 2. The video is 4096x2048 30fps mp4 which plays very smoothly in the Oculus TV app but inside my app, it's constantly choppy as if it were 15fps or lower. I have tried many encoding options, tried using the AVPro demo plugin but no luck.
I followed this tutorial: https://learn.unity.com/tutorial/play-360-video-with-a-skybox-in-unity
Any help is very much appreciated!
It was the mismatch between the 30 fps video and the default 72 Hz display refresh rate of the Quest 2. I set the frequency to 90 with this line of code
Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(90f);
...and now the video plays smoothly.

How to reduce drawcalls in unity?

I'm a beginner developer in Unity 3D and I'm working on a mobile game (Android). Everything works fine when I test my game on the editor (150 FPS) and on my latest phone (One plus 5, 60 FPS), but when I try it on my old phone (LG optimus G5 with android 6.0) I have only 15 FPS.
I try to test an empty scene with only a 3D cube and I can reach 25 FPS. I used the profiler to inspect my game and I see that I have more than 1300 draw calls on my home scene (which I use about 40 differents sprites and 30 differents meshes). I try to put some materials in static batching, enabled GPU instancing, reduce most of the quality settings, but nothing solves my issue. I also tried to disabled every GameObjects of the scene (except the camera) but it doesn't increase FPS (or only 5 FPS).
Here's my profiler on the empty scene (on the LG G5) :
I developped another game with only UI elements and it works fine on this mobile LG G5.
Do i make a mystake in settings ? Or is my phone just too old for my game ? (I try to download crossy road which was made with unity and it works really nice on my old phone..)
How can i improve the graphics performances ?
I'm using universal render pipeline and unity 2019.3.5f.
Thanks in advance ! And please apologize my english isn't perfect.

Unity 4k 360 Video for iOS and Android

I would like to integrate a 360 video player into an existing app for mobile.
I use the Skybox/Panoramic shader and a RenderTexture for the Video pluged in the VideoPlayer component. In 2k (2048x1024 or 2048x2048 for 3D) everything is fine but when I try to take a 4k video (4096x2048 or 4096x4096 for 3D) the app crashes instantly on an iPhone 6 Plus. I also tested it with a video clip in 3840x1920 but all I got from the debugger is:
INFO [vr/gvr/capi/src/gvr.cc:116] Initialized GVR version 1.120.0
[VRDevice] Successfully created device cardboard.
Message from debugger: Terminated due to memory issue
I thought, it has something to do with the max texture size but 4096x4096 should be OK for most devices today.
Do you guys have an idea whats going on here?
Thanks!

Adobe Air/Actionscript/Flex for IOS IPhone 4 Camera Rotated 90 degrees

Very strange, not sure if others have experienced this...
Exporting with Flash CS5.5 to iOS devices...
Basically if you use getCamera() and get an IPhone 4's front facing camera, when you export SWF inside the IDE (and uses your laptops camera for testing), output seems fine. However, once exported and put onto IPhone the video from the front facing camera is rotated 90 degrees It's size is also messed up too and not the same as in the IDE sometimes.
This may also occur with IPad too .. Not sure though as I don't have one to test.
This appears to me like an Adobe bug but wanted to see if others have experienced this problem?
I'm writing an app that is trying to parse QR codes and it's extremely annoying to debug this issue! Certainly this wouldn't of slipped by Adobe's team when they tested their APIs?
I just updated to Ios5 Beta5 this morning on my iPad2 and this issue seems to be resolved. The stage now does not rotate coming out of the camera API.
Have same issue
quick fix : when you access your camera and need to show it in stage you certainly be using "flash.media.Video" object, so just rotate the Video instance to fix it.