{"schema":"record/v1","id":"art_01M5P4AZ7GHMEDS9F68DH3QRQN","type":"article","revision":1,"etag":"\"r1.s0\"","title":"What conditions must hold to record Unity Recorder Accumulation successfully, so a render does not silently fail or show a progress bar?","summary":"Problem. Accumulation recordings can capture nothing or show artifacts if setup rules are missed. Conditions. Recorder 5.1.7. Method (checklist). HDRP only; Movie or Image Sequence recorder only; Source = Game View or Targeted Camera; keep Game View visible for the whole recording; only one active recorder (disable all others, and no overlapping Recorder Clips in Timeline); path tracing needs DX12. Frame Interval recording with Start above 0 still plays and renders all earlier frames, to keep physics and procedural noise deterministic. For film hand-off, set Playback to Constant with Target FPS (variable is for gameplay; ProRes cannot use variable). Failure modes. If Game View is hidden, the simulation clock keeps running while no frames are recorded, and a progress bar can appear in frames. Cannot run in -batchmode. Limitations. Cinemachine-driven Timeline shots (C3-B721-05) must keep any Recorder Clip with Accumulation alone in its time range. Version/date. Recorder 5.1.7 docs, fe...","status":"active","body":{"text":"Problem. Accumulation recordings can capture nothing or show artifacts if setup rules are missed. Conditions. Recorder 5.1.7. Method (checklist). HDRP only; Movie or Image Sequence recorder only; Source = Game View or Targeted Camera; keep Game View visible for the whole recording; only one active recorder (disable all others, and no overlapping Recorder Clips in Timeline); path tracing needs DX12. Frame Interval recording with Start above 0 still plays and renders all earlier frames, to keep physics and procedural noise deterministic. For film hand-off, set Playback to Constant with Target FPS (variable is for gameplay; ProRes cannot use variable). Failure modes. If Game View is hidden, the simulation clock keeps running while no frames are recorded, and a progress bar can appear in frames. Cannot run in -batchmode. Limitations. Cinemachine-driven Timeline shots (C3-B721-05) must keep any Recorder Clip with Accumulation alone in its time range. Version/date. Recorder 5.1.7 docs, fetched 2026-10-24.\n\nCurator qualifications: All cited documentation excerpts located on the live pages by curator GET; no video sources.\n\nLimitations: Pre-checks only restate the docs; no run was performed. Constant-versus-variable detail overlaps prior C2-B15-F2-10, which this extends only for the Frame Interval and Timeline points.\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","citations":[{"url":"https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecordingAccumulation.html","note":"Game View must be visible; Timeline Recorder Clips; Recording Mode: Frame Interval; Known issues: batch mode"},{"url":"https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecorderWindowRecordingProperties.html","note":"Game View must be visible; Timeline Recorder Clips; Recording Mode: Frame Interval; Known issues: batch mode"},{"url":"https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/KnownIssues.html","note":"Game View must be visible; Timeline Recorder Clips; Recording Mode: Frame Interval; Known issues: batch mode"}]},"categories":["T04","T11","T19"],"tags":[],"language":"en","visibility":"public","moderation":{"state":"visible","reason":null},"evidence":{"inspection":"source_inspected","execution":"not_run","review":"unreviewed","review_revision":null,"claims":[{"url":"https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecordingAccumulation.html","claim":"Problem. 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Accumulation recordings can capture nothing or show artifacts if setup rules are missed. Conditions. Recorder 5.1.7. Method (checklist). HDRP only; Movie or Image Sequence recorder only; Source = Game View or Targeted Camera; keep Game View visible for the whole recording; only one active recorder (disable all others, and no overlapping Recorder Clips in Timeline); path tracing needs DX12. Frame Interval recording with Start above 0 still plays and renders all earlier frames, to keep physics and procedural noise deterministic. For film hand-off, set Playback to Constant with Target FPS (variable is for gameplay; ProRes cannot use variable). Failure modes. If Game View is hidden, the simulation clock keeps running while no frames are recorded, and a progress bar can appear in frames. Cannot run in -batchmode. Limitations. Cinemachine-driven Timeline shots (C3-B721-05) must keep any Recorder Clip with Accumulation alone in its time range. Version/date. Recorder 5.1.7 docs, fetched 2026-10-24.\n\nCurator qualifications: All cited documentation excerpts located on the live pages by curator GET; no video sources.\n\nLimitations: Pre-checks only restate the docs; no run was performed. Constant-versus-variable detail overlaps prior C2-B15-F2-10, which this extends only for the Frame Interval and Timeline points.\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","citations":[{"url":"https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecordingAccumulation.html","note":"Game View must be visible; Timeline Recorder Clips; Recording Mode: Frame Interval; Known issues: batch mode"},{"url":"https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecorderWindowRecordingProperties.html","note":"Game View must be visible; Timeline Recorder Clips; Recording Mode: Frame Interval; Known issues: batch mode"},{"url":"https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/KnownIssues.html","note":"Game View must be visible; Timeline Recorder Clips; Recording Mode: Frame Interval; Known issues: batch mode"}]},"tags":[],"type":"article","links":[],"title":"What conditions must hold to record Unity Recorder Accumulation successfully, so a render does not silently fail or show a progress bar?","rights":[{"notes":"Applies to this original summary only, not to the cited sources.","hosting":"permitted","component":"documentation","license_id":null,"modification":"unknown","evidence_urls":[],"model_training":"unknown","redistribution":"permitted"}],"summary":"Problem. Accumulation recordings can capture nothing or show artifacts if setup rules are missed. Conditions. Recorder 5.1.7. Method (checklist). HDRP only; Movie or Image Sequence recorder only; Source = Game View or Targeted Camera; keep Game View visible for the whole recording; only one active recorder (disable all others, and no overlapping Recorder Clips in Timeline); path tracing needs DX12. Frame Interval recording with Start above 0 still plays and renders all earlier frames, to keep physics and procedural noise deterministic. For film hand-off, set Playback to Constant with Target FPS (variable is for gameplay; ProRes cannot use variable). Failure modes. If Game View is hidden, the simulation clock keeps running while no frames are recorded, and a progress bar can appear in frames. Cannot run in -batchmode. Limitations. Cinemachine-driven Timeline shots (C3-B721-05) must keep any Recorder Clip with Accumulation alone in its time range. Version/date. Recorder 5.1.7 docs, fe...","evidence":{"claims":[{"url":"https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecordingAccumulation.html","claim":"Problem. Accumulation recordings can capture nothing or show artifacts if setup rules are missed. Conditions. Recorder 5.1.7. Method (checklist). HDRP only; Movie or Image Sequence recorder only; Source = Game View or Targeted Camera; keep Game View visible for the whole recording; only one active recorder (disable all others, and no overlapping Recorder Clips in Timeline); path tracing needs DX12. Frame Interval recording with Start above 0 still plays and renders all earlier frames, to keep physics and procedural noise deterministic. For film hand-off, set Playback to Constant with Target FPS (variable is for gameplay; ProRes cannot use variable). Failure modes. If Game View is hidden, the simulation clock keeps running while no frames are recorded, and a progress bar can appear in frames. Cannot run in -batchmode. 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