Settings
Table of contents
Connection
- Record on Connect: If enabled, Frame by Frame will enable recording automatically after establishing a connection.
- Auto re-connect: If enabled, Frame by Frame will try to re-connect every couple of seconds after losing connection.
- Default port: Frame by Frame automatically creates a default connection. This is the port used for that connection. This value will also be the default value for creating new connections in the Connection Panel.
Viewer
- Move camera on selection: If enabled, the camera will focus on an entity after selecting it.
- Open entity list on selection: If enabled, the Entity Data Panel will automatically be opened after selecting an entity.
- Follow selected entity: If enabled, the camera will follow the selected entity on the viewer when it moves. Useful when there is an entity that moves quickly and you need to focus on it. For example, an AI charater or a player running around.
- Show all layers on start: If enabled, all layers will be set automatically to
all
when opening a recording. - Highlight shapes on hover: If enabled, it will highlight shapes of the currently selected entity when hovering over them, and display its name.
- Show shapes line on hover: If enabled, when hovering over a shape on the property tree, a line linking the property and its location in the viewer will be displayed. The line will only be there if the shape is currently being rendered.
- Background color: Controls the background color of the viewer. Click on the button on the right to reset to the default value.
- Selection color: Controls the color of the outline of a selected entity. Click on the button on the right to reset to the default value.
- Hover color: Controls the color of the outline of a hovered entity. Click on the button on the right to reset to the default value.
- Shape Hover Color: Controls the color of the shape higlight effect. Click on the button on the right to reset to the default value.
- Outline width: Controls the width of the outline of selected and hovered entities. Click on the button on the right to reset to the default value.
- Entity Path Length: Controls the length in frames of the Entity Paths. The Entity Paths layer must be active to see them. The layer is disabled by default.
## Texture Pinning
- Auto-pin Screenshot Entity: If enabled, when opening a recording Frame by Frame will try to find an entity named “Screenshot” with a texture shape, and pin that texture. This is meant to be used as a standard way of sending screenshots to Frame by Frame.
Syncing
- Sync Visible Shapes: If enabled, Frame by Frame will send the current rendered shapes back to the 3D application.
- Sync Camera Position: If enabled, Frame by Frame will send the current camera position back to the 3D application.
Timeline
- Show event popup: If enabled, it will display a popup when hovering on events of the timeline. The popup shows all events happening on that frame.
- Show comment popup: If enabled, it will display a popup when hovering on comments of the timeline. The popup shows all comments of that frame.
Grid
- Grid height: Determines at which height should the grid be rendered. By default is zero, but your game might have levels with a different height, and the grid might appear very far away.
- Grid spacing: Controls the spacing between the grid lines. The grid can be useful as a distance reference, or even for measuring. You can change the spacing to fit your needs.
Graphics
- Anti-aliasing samples: How many samples to use in the anti-aliasign post-process. More will make the 3D shapes smoother, at the cost of performance.
- Light intensity: Intensity of the light of the viewer. Use values from 0 to 1 to get the best results.
- Backface culling: Controls if backface culling is enabled or not. Can be useful to disble it in order to view the “inside” of 3D shapes.
Exporting
- Exporting name format: This defaines the format of the default name of a recording when exporting. When asking for saving a recording, this name will be used. You can use a couple of macros to adapt the format to your needs. The macros are:
- %h: Hour (hh)
- %m: Minute (mm)
- %s: Second (ss)
- %Y: Year (YYYY)
- %M: Month (MM)
- %D: Day (DD)
- %%: % (Escape character)
Recording
- Remove old frames: If enabled, old frames will automatically be removed when recording.
- Frame remval threshold: Controls how many frames to keep when automatically removing old frames.
Comments
- Show comments: If enabled, comments will be displayed on the timeline.
Debug
- Show render debug info: Enable to display debug information on the viewer.
- Experimental: Optimize property tree updates: Enable an experimental optimization of the property tree panel. This will make navigating through the recording smoother, but certain types of data might not be displayed correctly.
- Show property tree updates: Displays with colors all updates in the property tree, and the type of update:
- Red: the element has been completely re-created
- Green: the element has been re-used
- Yellow: the element has been partially re-created
- Purge Pools: Click on this button to clear all material and mesh pools. It will remove all meshes currently visible as well. Changing the current frame will reload them.
- Collect garbage: Force Garbage Collection, releasing all unused memory.
- Restore context: Attempts to restore the OpenGL context.