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Game mode

PostPosted: Fri Jul 14, 2017 12:51 am
by elecman
Game mode is not supported but then how do I render material and transform animations? All these things are set by scripts which do not work in editor mode.

It is not really clear in the manual. Something to do with timeline...

Re: Game mode

PostPosted: Fri Jul 14, 2017 12:57 am
by Xhed
The timeline editor will allow you to schedule these animations. You can open Timeline Render window via the Octane menu, where you can select a Director, Render Target, time range and framerate. This will allow you to have Octane render all the frames to disk, providing you with png/exr files of the rendered frames.

Re: Game mode

PostPosted: Fri Jul 14, 2017 1:45 pm
by elecman
I haven't looked into the new timeline feature much yet, but from what I understand is that timeline recording only works from edit mode, not from game mode. I could be wrong though...

Re: Game mode

PostPosted: Fri Jul 14, 2017 2:23 pm
by jobigoud
You can have your scripts run in edit mode, look for the ExecuteInEditMode attribute.

Re: Game mode

PostPosted: Fri Jul 14, 2017 11:59 pm
by elecman
I know about that, but it complicates my logic quite a bit. The animations (mainly emissive state) are based on very complex system logic (aircraft cockpit). Things like script execution order are important. Modifying all my scripts so it runs in editor mode is asking for trouble.

Feature request:
Please make Unity Octane render based on what you see in Game mode. Without this, it it is not usable for me.

Re: Game mode

PostPosted: Sat Jul 15, 2017 12:38 pm
by SteveElbows
elecman wrote:I know about that, but it complicates my logic quite a bit. The animations (mainly emissive state) are based on very complex system logic (aircraft cockpit). Things like script execution order are important. Modifying all my scripts so it runs in editor mode is asking for trouble.

Feature request:
Please make Unity Octane render based on what you see in Game mode. Without this, it it is not usable for me.


Perhas you could use something like the following, or a timeline equivalent if it exists, to bridge the gap?

https://docs.unity3d.com/2017.1/Documen ... order.html

Re: Game mode

PostPosted: Sat Jul 15, 2017 12:41 pm
by Xhed
elecman wrote:Feature request:
Please make Unity Octane render based on what you see in Game mode. Without this, it it is not usable for me.

This is high on our list, but we're having problems with the way Unity switches to game mode. When you switch to Game Mode, Unity reloads all script, which is causing problems for our Octane integration.

Re: Game mode

PostPosted: Sat Jul 15, 2017 1:03 pm
by elecman
Great to hear you are working on it. I hope Unity will be supportive as it would be a great feature.

Re: Game mode

PostPosted: Thu Aug 03, 2017 2:26 pm
by PatHightree
I just want to mention that in Unity 2017 there are a couple of new callbacks for this situation:
- AssemblyReloadEvents.beforeAssemblyReload
- AssemblyReloadEvents.afterAssemblyReload

Also, a look at nVidia's Ansel capture system might be inspiring (it is available on the asset store).

Ciao, Patrick