Make the trailer from inside Unity
Kionjo is a Unity editor tool for making a high quality trailer of your game. The name is Swahili for "trailer".
You plan the shots on a storyboard. You perform each shot in the headset, or with any camera. Kionjo replays the performance frame locked in the editor and renders it offline at up to 4K. Then ffmpeg cuts a draft with voice, subtitles, music and sound effects.
- PlanShots and cards on a storyboard, timed against a target length.
- ShootRecord head, hands and game events in Play mode.
- RenderReplay the take frame locked and render it at up to 4K.
- Cutffmpeg builds a numbered draft: MP4, SRT and an XML timeline.
Jump to your case
I want to...
- Make a VR trailer with a headsetPerform in the headset, render it offline.
- Make a flat game trailerYour own camera, Cinemachine, Timeline or animation.
- Plan the trailer before shootingBuild an animatic from thumbnails, voice and music.
- Use my headset's own recordingTrim a device capture instead of re-rendering.
- Add voice over and subtitlesLines placed per shot, trimmed, burned in and as SRT.
- Add music that ducks under the voiceCues, crossfades, ducking and loudness.
- Put sounds on button pressesSound effects at moments recorded in the take.
- Render in 4KPresets, encoder arguments and render quality.
- Finish the edit in Premiere or ResolveEvery draft comes with an XML timeline.
- Set the scene up per shotHide and show lists, stage commands and handlers.
- Drive Kionjo from an agent or a scriptCLI commands and a state file.
Who it is for
VR developers first. Any XR rig works: Meta XR, OpenXR, XRI or your own. Kionjo records plain Transforms, so it needs none of those packages.
Flat screen games too. Put the recorder on your camera and fly it, or let Kionjo render a camera that already moves on its own (Cinemachine, Timeline, animation).
Why
A VR trailer cannot be faked. The footage has to move like a real head, and a headset's own capture is low quality.
Kionjo records what the headset and hands did. It replays that performance in the editor, frame locked, and renders it through your own camera with your post processing, at whatever quality you want, as many times as you want. Then ffmpeg cuts a draft so you can judge the pacing straight away.
SeedeXR built it after cutting the trailer of the VR courtroom drama Baraza by hand.
Install
- In Unity, open Window > Package Manager.
- Choose + > Add package from git URL and paste:
https://github.com/SeedeXR/kionjo.git - To pin a version, add the tag to the URL:
https://github.com/SeedeXR/kionjo.git#v0.1.0 - Open Window > Kionjo.
Next: the getting started guide walks you from an empty window to your first draft.
Requirements
- Unity 6000.0 or newer. Tested on 6000.0.70f1 with URP.
- ffmpeg on PATH, or its path set in Preferences > Kionjo. On Windows the gyan.dev "full" build has everything Kionjo uses.
- Optional: Python with
faster-whisper, to trim voice lines to their first and last word. - Optional:
com.unity.pipeline0.9 or newer, for the AI agent commands.
No dependency on Meta XR, OpenXR, XRI, Cinemachine, Timeline or the Recorder package.
Status
Version 0.1, in development. It is tested headless in EditMode and PlayMode and live in the editor. The headset pass is still to come.
Contact
Kionjo is made by SeedeXR. To talk to the team, use the contact section of seedexr.com.
Found a bug or want a feature? Open an issue on GitHub.