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How it works

LCK works by managing regular Unity Camera components through the LckCamera to perform captures at the target framerate, and then piping the capture together with audio to an encoder. This capture can also be viewed or used further via the LckMonitor.

This means that all the standard camera settings and rendering configurations are still available to you when integrating LCK. Controlling which camera to use for capture and when to start and stop recording is done through an LckService that you create before starting recording.

When performing these commands on the LckService, instead of passing references to LckCameras and LckMonitors, you pass in string IDs. This is so you as a developer don't have to pass references around in case the components are segmented.

When a camera is set active through the service it will immediately start capturing, so that the capture can be previewed through the LckMonitor. If another camera is set as active it will take over capturing seamlessly, allowing you to switch cameras even while recording.