
The Record tab in Camera mode: output settings, source camera, pacing switch, and the one-click Record button.
Pick a mode

The Record tab in Turntable mode: the Source section becomes the Turntable section, with target, motion, axis, duration, turns, and Cinemachine support.
Steps
1
Open the Record tab
In the ScreenshotKit window, click the Record tab and pick a Mode.
2
Configure the output
Under Output, set:
- Format: MP4 (H.264) or WebM (VP8). Only WebM supports an alpha channel.
- Resolution and Frame Rate (24, 30, 60, or custom; 24 fps is the default).
- Quality: fixed bitrate presets: Low 5, Medium 8 (the default), High 10, and Ultra 25 Mbps. Custom exposes an explicit 1 to 200 Mbps slider.
- Supersample: renders larger and downsamples, in every record mode.
- Prefer H.264 For Live: on by default. Live recordings without transparency automatically write MP4 (H.264) even when WebM is selected, because VP8 costs far more per frame. Turntable renders always keep the chosen format.
3
Set the source
Under Source, pick the camera to record and set Max Duration if you want the recording to stop itself (0.5 to 600 seconds; 30 by default). In Turntable mode this section instead takes a Target Object, a Render Camera, and the motion settings: Motion (orbit the camera or spin the target), Axis, Duration (0.1 to 600 seconds), Turns, and Drive Cinemachine for rigs driven by a Cinemachine camera. A readout shows frames, fps, and degrees per frame.
4
Pick the pacing
For live modes, the Pacing switch above the Record button decides how recording treats the game clock:
- Gameplay (the default) records in real time. The game runs at true speed with natural input; if the machine lags, the previous frame is briefly held in the file, so the clip’s duration always matches real time.
- Smooth locks the engine clock to the frame rate for a perfectly even file, best for camera shots and cinematics. On a machine that cannot hold the rate, game speed bends with rendering performance instead of losing frames.
5
Record
For live modes, click Record: outside Play Mode the button enters Play Mode and starts the recording automatically. Click Stop and Save when done, or let Max Duration stop it for you. For turntables, click Record Turntable: the clip renders deterministically in Edit Mode with a frame counter.
Result
An.mp4 or .webm file in your configured video output folder, listed under Recent Videos at the bottom of the tab. Tick Save Outside Assets under Settings > Recording to keep videos out of your project’s import pipeline.
Encode through ffmpeg (optional)
Live recordings normally encode through Unity’s built-in encoder. Enable Use ffmpeg under Settings > Recording to encode through your own ffmpeg instead: frames are handed to an external ffmpeg process from a background thread, which leaves far more frame time to the game and unlocks extra codecs.- Codecs: H.264 (software), H.264 (NVENC), HEVC (NVENC), and VP9. The container follows the codec: H.264 and HEVC save MP4, VP9 saves WebM.
- Setup: point ffmpeg Path at your ffmpeg folder or executable, or leave it empty to use
ffmpegfrom the system PATH. A folder is searched for the binary,bin/included, so an unzipped download works as-is. The Settings tab shows exactly which binary will run, and a Download ffmpeg button opens ffmpeg.org/download if you have none. - Audio is captured alongside the take and muxed in when the recording finalises.
- Fallback: whenever ffmpeg cannot start, the recording automatically falls back to the built-in encoder and the Console says so, so a misconfigured path never costs you a take. The completion log names the encoder that produced each file.
The ffmpeg encoder applies to opaque live recordings only; transparent takes and turntable renders always use the built-in encoder. ffmpeg is not bundled with ScreenshotKit, you supply your own binary.
Transparent video
With Transparent Background on (Settings > Capture Options) and the format set to WebM, live recordings carry a real alpha channel. Each frame is reconstructed from paired black-background and white-background renders, the same shader-agnostic method transparent stills use, so alpha-blended surfaces such as blob shadows keep their footprint and post-processing can stay on. Expect a heavier take: transparency renders the scene twice per frame, and VP8 is the slowest live encoder.Video capture never stalls the frame. Frames are read back asynchronously (no
ReadPixels pipeline stall), buffered, and encoded under a per-frame time budget, so encoder spikes spread across frames instead of freezing one. If the GPU or encoder falls behind, further capture slots are skipped and held, so a heavy scene records with held frames instead of collapsing the frame rate. Every take ends with a performance summary in the Console showing average and peak capture and encode cost, pipeline depth, and the drop count.See also
- GIF Recording for lightweight looping clips.
- Image Sequence for frame-perfect stills you encode yourself.