SCNRecorder allows you to record videos and to capture images from ARSCNView, SCNView and ARView (RealityKit) without sacrificing performance. It gives you an incredible opportunity to share the media content of your augmented reality app or SceneKit based game.
Starting version 2.2.0 SCNRecorder supports Metal only.
- iOS 12.0+
- Xcode 12.0+
- Swift 5.0+
pod 'SCNRecorder', '~> 2.6'
github "gorastudio/SCNRecorder"
Import the SCNRecorder module.
import SCNRecorder
Call sceneView.prepareForRecording()
at viewDidLoad
.
@IBOutlet var sceneView: SCNView!
override func viewDidLoad() {
super.viewDidLoad()
sceneView.prepareForRecording()
}
And now you can use new functions to capture videos.
try sceneView.startVideoRecording()
sceneView.finishVideoRecording { (videoRecording) in
/* Process the captured video. Main thread. */
let controller = AVPlayerViewController()
controller.player = AVPlayer(url: recording.url)
self.navigationController?.pushViewController(controller, animated: true)
}
To capture an image it is enough to call:
sceneView.takePhoto { (photo: UIImage) in
/* Your photo is now here. Main thread. */
}
or
sceneView.takePhotoResult { (result: Result<UIImage, Swift.Error>) in
/* Result is here. Main thread. */
}
Look at the Example project for more details.
To capture video with audio from ARSCNView
enable audio in the ARConfiguration
.
let configuration = ARWorldTrackingConfiguration()
configuration.providesAudioData = true
sceneView.session.run(configuration)
To capture audio from SCNView
you have to implement it by yourself.
var captureSession: AVCaptureSession?
override func viewDidLoad() {
super.viewDidLoad()
sceneView.prepareForRecording()
guard let recorder = sceneView.recorder else { return }
let captureSession = AVCaptureSession()
guard let captureDevice = AVCaptureDevice.default(for: .audio) else { return }
do {
let captureInput = try AVCaptureDeviceInput(device: captureDevice)
guard captureSession.canAddInput(captureInput) else { return }
captureSession.addInput(captureInput)
}
catch { print("Can't create AVCaptureDeviceInput: \(error)")}
guard captureSession.canAddRecorder(recorder) else { return }
captureSession.addRecorder(recorder)
captureSession.startRunning()
self.captureSession = captureSession
}
or, simply
var captureSession: AVCaptureSession?
override func viewDidLoad() {
super.viewDidLoad()
sceneView.prepareForRecording()
captureSession = try? .makeAudioForRecorder(sceneView.recorder!)
}
Instead of capturing audio using microphone you can play music and add it to video at the same time.
let auidoEngine = AudioEngine()
override func viewDidLoad() {
super.viewDidLoad()
sceneView.prepareForRecording()
do {
audioEngine.recorder = sceneView.recorder
// If true, use sound data from audioEngine if any
// If false, use sound data ARSession/AVCaptureSession if any
sceneView.recorder?.useAudioEngine = true
let player = try AudioEngine.Player(url: url)
audioEngine.player = player
player.play()
}
catch {
print(\(error))
}
}
To support recording RealityKit, copy ARView+MetalRecordable.swift and ARView+SelfSceneRecordable.swift files to your project. Then look at ARViewController.swift for usage.
Look at the Example project for more details.
Thanks to Fedor Prokhorov and Dmitry Yurlov for testing, reviewing and inspiration.
This project is licensed under the MIT License - see the LICENSE file for details