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Add RenderFPSOverlay field to GameRecorder
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+19
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Runtime/Scripts/GameRecorder.cs

Lines changed: 19 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -23,6 +23,9 @@ public class GameRecorder : MonoBehaviour
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[Tooltip("The maximum width of the video. The video will be downscaled if the screen resolution is higher.")]
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public int MaxVideoWidth = 1920;
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[Tooltip("If enabled, renders the FPS overlay on the video.")]
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public bool RenderFPSOverlay = true;
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[Tooltip("If enabled, renders the mouse cursor position in the recorded video.")]
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public bool RenderCursor = false;
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@@ -314,14 +317,27 @@ private byte[] ApplyFPSOverlay(byte[] frameData, int width, int height)
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// Create a byte buffer wrapper to work with the frame data directly
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var bufferWrapper = new ByteBufferWrapper(_rgbaDataBuffer, width, height, 4); // RGBA format
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// Draw FPS overlay directly on the buffer
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// flipY=true means Y=0 is at the bottom, so coordinates work like mathematical coordinates
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var painter = new TexturePainter(bufferWrapper, flipY: true);
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painter.DrawNumber(5, 5, (int)_fps, Color.white, 2); // This will draw near bottom-left corner
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TexturePainter painter = null;
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// Draw FPS overlay directly on the buffer
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if (RenderFPSOverlay)
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{
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if (painter == null)
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{
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painter = new TexturePainter(bufferWrapper, flipY: true);
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}
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painter.DrawNumber(5, 5, (int)_fps, Color.white, 2); // This will draw near bottom-left corner
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}
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// Draw cursor if enabled
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if (RenderCursor)
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{
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if (painter == null)
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{
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painter = new TexturePainter(bufferWrapper, flipY: true);
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}
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// Get mouse position in screen coordinates
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Vector3 mousePos = Input.mousePosition;
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