Seede
KionjoTrailer tool for Unity, VR first

Reference

Every part of the window

What each element does, and why it is there. Hover any field in the editor for the same explanation as a tooltip.

Toolbar

Open the window from Window > Kionjo, or double click a Storyboard asset.

The Kionjo window with no storyboard open, showing the toolbar along the top: storyboard field, New, the three tabs, Preferences and Help.
The toolbar runs along the top of the window. With no storyboard open, the tabs are disabled.

Storyboard tab

Plan the trailer: the order of the shots, how long each runs, what is said over it. Left, the shot list. Right, the inspector for the selected shot. Bottom, the timeline bar.

Shot list

Each card shows the shot's picture, code and name, tags for type, location and beat, its planned length and a state chip. Hover a card to read its notes. Drag cards to reorder them.

State chipMeaning
no takes, 1 take, 3 takesA Performance shot and how many takes are on disk. Not ready for the cut yet.
renderedA render exists for the selected take at the storyboard's render preset. Ready.
not renderedA Live Camera shot without a render yet.
still ready, no stillA Still shot, with or without its picture.
capture ready, no captureA Device Capture shot, with or without its video file.
organise onlyKept organised on disk, left out of the cut.
black card, text card, image cardA card. Cards are drawn by the cut, so they are always ready.

List buttons

Timeline bar

One segment per shot, as wide as its planned length, with the running total against the target, for example "64.0 s / target 80 s". The total turns to a warning when you go over. Click a segment to select its shot.

The Storyboard tab with the shot list, the inspector and the timeline bar.
The Storyboard tab.

Storyboard settings

Settings for the whole trailer. Click Storyboard settings under the shot list to show them in the inspector; click a shot to go back to it.

SettingDefaultWhat it does
Titlethe file name you choseUsed in output file names, for example Baraza_Trailer_draft03.mp4.
Output FolderKionjoWhere takes, renders and cuts go. Relative to the project folder (outside Assets), or absolute. Add it to .gitignore.
Target Seconds60Target running time. The timeline bar warns past it.
Render PresetPreview720p30Size, frame rate and quality of renders. See the presets.
Cut PresetPreview720p30Size, frame rate and quality of drafts and animatics.
SubtitlesArial, size 15, &H00EDEDED, outline 0, margin 12Font Path and Font Name (the family name inside that file; empty Font Path uses Arial), Title Font Path for text cards, Size, Colour (ASS &HAABBGGRR), Outline, Margin V.
MusicemptyMusic cues. See music.
Music Crossfade Seconds2Crossfade between consecutive cues. 0 joins them without one.
Duckingon, 0.05, 3, 40 ms, 700 msPushes the music down under the voice: Enabled, Threshold, Ratio, Attack, Release.
Loudness-14, -1.5, 11Integrated loudness in LUFS, true peak, range.
Render QualityoffApplied only while rendering: quality level name, LOD bias (0 keeps), texture mip limit (-1 keeps), force anisotropic, unlimited skin weights.

Shot inspector

Shot

The fields of the selected shot, grouped by what they do. Every edit can be undone. The small "?" next to each section heading opens that section on this page.

The shot inspector with its sections and the question mark help button beside each heading.
The shot inspector.

Shot inspector

Card

Shown instead of Source, Timing and Staging when the type is Card. Cards are drawn by the cut, so they have no picture and no render.

Shot inspector

Source

Shot inspector

Timing

Shot inspector

Staging

How the scene must look for this shot. Applied by Stage in the Shoot tab and before every render.

Why paths: a storyboard is an asset and cannot hold scene references. Paths are checked against the live scene when the shot is staged, so a missing object is reported instead of silently ignored. See set the scene up per shot.

Shot inspector

Voice and subtitles

The lines spoken over this shot or card. Each line:

Shot inspector

Sound effects

Sounds placed in this shot. Not shown for cards. Each cue:

Shot inspector

Notes

Free text for you and your team: what to perform, what to watch out for, which shot to record last. It shows as the tooltip of the shot's card in the list.

Shot inspector

Picture

The shot's thumbnail. It shows on the card, it is what the animatic shows, and it is the frame of a Still shot. Not shown for cards.

Pictures are PNG files in Kionjo/thumbs/, named by the shot's id. They are never imported as assets.

The Picture section of the shot inspector: the thumbnail preview with the From Scene view and From camera buttons and the Render selected take button.
The Picture section. Drop a PNG or JPG on the preview to use your own image.

Shoot tab

Stage, record and replay takes, one shot at a time. Recording needs Play mode.

Outside Play mode

In Play mode

The checks: every hide path found and inactive, every show path found and active, a camera, a Kionjo Recorder with tracks, and no XR device active when replaying or rendering. An empty hide and show list is reported as information.

Space and N work only while the Kionjo window has focus, the Shoot tab is open and you are not typing in a field.

The Shoot tab outside Play mode, with the Enter Play mode button.
The Shoot tab before Play mode.

Cut tab

Render what is missing, then assemble a draft or an animatic with ffmpeg.

A disabled button says why in its tooltip: ffmpeg not found, a job is running, not in Play mode, or nothing to cut yet.

The Cut tab with the build buttons, the warnings list and the log.
The Cut tab.

Status bar

Kionjo runs one job at a time. Renders queue behind each other.

Preferences > Kionjo

Per user settings, stored on your machine, not in the project. Open them from Edit > Preferences > Kionjo, the toolbar's Preferences button, or the status bar.

Preferences, Kionjo page: the ffmpeg path field with Browse, the ffmpeg status line, an information box about ffmpeg, Encoder arguments, Python and the Open the folder after a cut toggle.
Preferences > Kionjo.

Components

Add them from Add Component > SeedeXR.

Kionjo Recorder

Records any set of Transforms plus Kionjo events into a take folder. Works with any rig.

It samples late in the frame, after your rig has written its poses, and streams to disk as it goes, so memory stays flat.

Kionjo Camera Source

Tells Kionjo which camera renders the trailer. Without one, Kionjo uses the camera tagged MainCamera.

Kionjo Replayer

Plays a take back onto Transforms. Optional: when the scene has none, Kionjo makes a temporary one bound to the recorder's tracks. Add your own to listen to events.

Kionjo Event Relay

A UnityEvent target with a fixed Event Name. Call its Mark method from a Button's On Click to record the moment without code.

What goes where

Everything heavy lives outside Assets, under the storyboard's output folder: by default Kionjo/ in the project folder. Add it to .gitignore.

FolderContents
takes/S07/S07_take03/take.json (tracks, events) and frames.bin (poses, about 1 MB for 2 minutes)
renders/S07/S07_take03_HD1080p60.mp4 and a .json sidecar
captures/S07/Imported headset captures, and captures/index.md
thumbs/Shot pictures
cut/draft03/The draft MP4, subs.srt, a Premiere / Resolve XML timeline, commands.txt (re-run the cut by hand), cut.log
animatic/animatic01/The storyboard as pictures, timed, with voice and music
state.jsonWhat Kionjo is doing now, for scripts and agents

A render first writes <name>.partial.mp4 and replaces the final file only when it succeeds, so a cancelled re-render keeps your last good render.

Extending

All in the SeedeXR.Kionjo namespace. Kionjo finds implementations on MonoBehaviours in the loaded scenes.

using SeedeXR.Kionjo;
using UnityEngine;

public class StartDeviceCapture : MonoBehaviour, IKionjoRecordingHook
{
    public void OnKionjoRecordingStarted(string takeFolder) { /* start recording */ }
    public void OnKionjoRecordingStopped(string takeFolder) { /* stop recording */ }
}