Game View Extension
Adds Screenshot and Recording buttons to the Game view toolbar. Save your Play mode test runs directly as images, videos, or GIFs.
Both are configured from the GameView tab of the window opened via さたにあしょっぴんぐ/エディタカスタマイザー/Editor Setting (Satania Shopping / Editor Customizer / Editor Setting) in the main menu. The buttons can also be shown or hidden from the same place.
Screenshot
A camera-icon button is added to the Game view toolbar (to the right of the zoom slider). Clicking it captures and saves a screenshot with the same aspect ratio and the same camera settings as the Game view.
- A dialog asks for the save location every time. Supported formats are PNG / JPG / TGA / EXR (if you type an extension manually in the dialog, that one takes precedence)
- Options available in the GameView tab:
- A custom resolution, or a capture multiplier (x1 to x16) applied to the current Game view resolution
- 透過スクリーンショット (Transparent Screenshot; see below)
- Clear Flags override (for custom backgrounds; swapped in only during capture and restored afterwards)
- Save format and JPG quality
Transparent Screenshot
Turn on "透過スクリーンショット" to capture a PNG / TGA with a transparent background (a Solid Color background with alpha 0 is applied automatically during capture, so no manual setup is needed). If a shader does not output alpha, some parts may not come out transparent.
How Bloom Is Captured
Every mode captures through HDR, so PostProcessing Bloom is captured in both normal and transparent screenshots (this works around the issue where capturing in LDR clamps brightness at 1.0 and loses the Bloom). There is no dedicated option; the processing branches automatically depending on whether transparency is enabled:
- Non-transparent: captures once in HDR and converts it to an LDR image that looks the same as on screen
- Transparent (PNG / TGA): captures twice, once against a black background and once against a transparent background, and reconstructs a transparent image that preserves the Bloom glow — glowing areas become semi-transparent pixels where "color = the tint of the light, alpha = the intensity of the light", so they look almost like an additive glow on any background
- Transparent + JPG / EXR: the reconstruction relies on alpha, so it is skipped and a regular transparent capture is taken
Notes:
- The reconstructed transparency is an approximation of additive blending. The background behind strong lights may become slightly darker
- PostProcessing (PPSv2) settings are adjusted automatically only during a transparent capture: FXAA's keepAlpha is turned ON (alpha breaks when it is OFF), and TAA is temporarily set to None because the pixels of the two captures would not line up (restored after capture)
- With AutoExposure (Progressive), the exposure can change between the two captures, causing a slight mismatch in the reconstruction (known limitation)
Recording (MP4 / GIF)
A ● Record button is added to the Game view toolbar. Clicking it records exactly what is shown in the Game view.
- The output format can be MP4 (H264) or GIF. GIF uses a built-in encoder, so it can record even in Edit mode — handy when you want a ready-to-post GIF of an animation preview or gimmick behavior
- While recording, the button changes to
⏸ 経過時間(⏸ followed by the elapsed time; pause / resume),■ Stop(stop and choose a save location), and✕ Cancel(discard) - For MP4 you can set the FPS (24 / 30 / 60) and quality (5 to 40 Mbps); for GIF, the FPS (10 / 15 / 20), downscale ratio (1x to 1/4), looping, and quality
- The resolution is locked to the Game view size at the moment recording starts (for GIF, after applying the downscale ratio)
- Even if the Editor stutters momentarily, the video plays at a constant speed without dropped frames (frames are aligned against real time)
About the GIF format
GIF uses a 256-color palette, so screens with many gradients may show color banding. Files also tend to be much larger than videos. GIF is recommended for short loops to post on social media; use MP4 for everything else.
Recordings are discarded on script reload
If entering or exiting Play mode with a domain reload, or a script compilation, happens while recording, the recording is discarded. To record Play mode, start recording after entering Play mode.