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I'm making horror quest game for PC on Unity. I'm trying my best to make it kind of unique and trying not to use standard methods like screamers etc. What i want to do badly is camera recording simulation in-game - so you can leave creepy location anytime, and you will have a tape with what you recorded on camera while exploring. Technically, i need to attach second camera (hand-cam) to hand of character, and make the button to let player "look through the camera" by putting it to face. But in any position, hand-cam must record everything that is in focus right now - floor, stairs, rubbish, etc. when hand-cam "lowered", and everything player see, when it's "raised". When game ends (player leaves or dies), there's option to save recorded tape to video file (if this is not possible, then to some savegame file)

So question is - can i implement such feature in my game? If yes - how can i do this? Some special Unity tricks, or ad-dons and additional modules? Saving decorations and scenes with active triggers, or just grabbing video from screen?

Below is some quick MSPaint concept of what i mean.


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up vote 2 down vote accepted

You need to render your scene twice.

First, you render the scene from the view of the camera to texture.

Then you render the scene from the players point of view, but with the texture applied to the cameras screen.

What changes between the two render passes is the camera transform used, while the camcorder uses the orientation & location of the camera, the players view uses the orientation & location of the players head. If you're using skeletal animation, this would be as easy as attaching the camera model to the player models hand.

Since you already render to texture then, saving a video would be as easy as saving the texture each frame. When the user chooses to save the video, you could convert this sequence of images to a video format.

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Thank you so much, it looks so easy now! – KatShot Jul 23 '13 at 12:48

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