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Authoring Scenes
For games with timed Animator/Mecanim, Legacy Animation, Timeline, or Mono Spine telemetry, Capture cycle should be the default authoring path:
- Complete Unity setup, then start EDI and the game.
- Select the visible game window and click Start rolling capture.
- Click Watch discovery and navigate to the target gallery or in-game scene.
- Let at least a couple of stable loops play so a clean timed event and its frames are available in the rolling buffer.
- Select the newest matching event from the current playback showing a duration and loop/one-shot timing, then click Capture cycle while its frames remain buffered.
- After capture succeeds, click Pause output to stop telemetry UI refresh while the telemetry file continues accumulating.
- Author the Default curve and any additional axes.
- Click Save + lock, resume output, move to the next scene, and repeat.
Capture Cycle calculates cycle start from the event timestamp and phase, waits for encoded frames through the cycle end, and snapshots the calculated interval. It accepts a buffer whose earliest frame is up to 250 ms after the calculated start, so inspect the first and last review frames before saving. It also:
- Starts a fresh scene editor and flat Default track.
- Applies the runtime candidate as the scene/file name when the editor still has a placeholder.
- Copies the telemetry scene and animation correlation.
- Sets clean-loop behavior from runtime timing.
- Prepares an explicit candidate, object-path, and cycle-duration mapping that is committed when the scene is saved.
Manual trimming is normally unnecessary for this path.
- Select a visible game window.
- Click Start rolling capture.
- Play normally while the Studio keeps a memory-bounded JPEG pre-roll.
- Press
Ctrl+Shift+F8after the scene finishes. - The Studio retains configured pre-roll and waits for configured post-roll.
If rolling capture is idle, the first Ctrl+Shift+F8 press discovers the foreground window and starts capture. Press it again after the target scene to create the clip. Global shortcut registration can fail on some systems; the UI button remains available.
The target rate is selectable between 20 and 30 FPS and defaults to 30 FPS. Capture polls at 60 Hz, but only newly presented desktop frames are returned, and stale pending frames may be dropped under encoder load.
Use Mark in, Mark out, and Apply trim to isolate the cycle. Trimming interpolates positions at the new boundaries and shifts retained timestamps so the clip starts at zero.
The review player loops captured frames. It does not rewind the game's state.
New captured scenes begin with a flat Default track at position 50 and duration boundaries. Selecting an unused axis creates another flat position-50 track.
Supported axes are:
- Default
- Surge
- Sway
- Twist
- Roll
- Pitch
- Vibrate
- Valve
- Suction
- Rotate
Left-click empty timeline space to add a point and continue dragging it. Drag an existing point to move it. Right-click near a point to delete it.
Preview script shows the exact Funscript JSON and boundary repair that export will produce. Clean loops end at the same position at which they begin.
When Unity telemetry is available, the Studio correlates the clip's UTC interval with runtime events. A single candidate can replace a placeholder scene name; ambiguous candidates remain selectable.
Correlation is evidence-based, not guaranteed semantic inference. Animator activity that began before the clip and emitted no event during the interval may not appear. Legacy Animation, Timeline, Spine, and PlayMaker streams have additional active-stream reconstruction.
Untimed candidates can still name or manually map scenes, but they cannot drive Capture cycle.
The Workspace selector scopes the scene library to one EDI variant. Renditions in different workspaces share one logical scene name, filename, definition metadata, bundles, and Unity trigger mappings, while their curves and lock state remain independent.
Enter a new safe folder name beside Clone as and click Clone to create editable fallback renditions of every scene in the current workspace. If a scene is added later, select it, enter an existing target workspace name, and click Clone to add only that missing rendition.
Switching workspaces clears the current review clip and unsaved curve edits, so the Studio asks for confirmation while a clip is loaded. Validation warns when a logical definition is missing from a workspace.
A loaded or captured review clip is required to save a scene. A curve by itself is not enough. Use Save scene after checking the name, file stem, type, loop setting, and all tracks.