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godot-gif-getter's Introduction

Godot Gif Getter

An ingame utility for recording and saving gifs for Godot.

Requires very little configuration to actually use. Just drop the scene into your project and the default settings should be good enough. The frame rate, save location, capture frequency, threads, and ui toggle hotkey can all be configured in the UI.

Uses the image-gif Rust library for encoding gifs.

It's pretty fast. The below gif of a gif capture shows the program using 4 threads to render 60 frames. It's not so slow anymore!

The resulting gif.

Used to make use of godot-gdgifexporter for gif creation. That was too slow for longer gifs.

Inspired by this reddit thread.

Quickstart

Add addons/godot-gif-getter/GifGetterUI.tscn to your scene. Click on the 'Capture now' button in the top left corner. Wait for the gif to be processed and saved.

The UI is automatically hidden when recording frames.

Limitations

  • If you are using transparent backgrounds in your project, gifs will not capture correctly. It's still kinda cool but probably not expected.

  • Cross-compilation is not supported. You can currently build on windows and mac.
    • Mac built for version: Big Sur 11.5.2

Building

  • Install rust
  • Run ${REPO_ROOT}/build-and-move-dll.sh
  • Copy or soft symlink ${REPO_ROOT}/addons/godot-gif-getter to ${YOUR_PROJECT_ROOT}/addons/godot-gif-getter

License

See LICENSE.

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godot-gif-getter's Issues

Appears broken in GDv3.4 beta4

I tried testing this out in the latest beta, brought the folder into a new project and tried running it but i kept telling me that it couldn't run a null which it was getting when accessing the initial GDNative script. I checked that the folder structures were all the correct paths

Added:
Just saw your response on Reddit, I'll try it out on Windows and see if that works.
Update:
Yep, so it is working on GDv3.4 beta 4 on Windows, so the issue i encountered was a Mac issue with the compile of the GDNative you were saying being Windows only.

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