Reputation: 31
I was recently using the WebCamTexture API in Unity, but ran across a couple issues.
My biggest issue is orientation. When I ran the app on my phone, it wouldn't work properly in portrait mode: the image was orientated so it was landscape while the phone was portrait. Rotating the phone didn't help.
Then I changed the default orientation of the app to landscape and it worked, but the image was reflected: letters and such would be backwards in the image. Rotating the image 180 on the y-axis didn't help since it was a 1 sided image.
Here's the code for the camera alone:
cam = new WebCamTexture();
camImage.texture = cam;
camImage.material.mainTexture = cam;
cam.Play ();
camImage.transform.localScale = new Vector3(-1,-1,1);
where camImage is a RawImage.
How would I rotate the image to work correctly in portrait as well as reflecting the image correctly? Am I using the API incorrectly?
Upvotes: 2
Views: 5938
Reputation: 12277
important -
for some years now, it is really only practical to use "NatCam" now for camera work, either ios or droid, in Unity3D - every app which uses the camera, uses it.
There is no other realistic solution, until Unity actually do the job and include (working :) ) camera software.
solution is basically this ...
you have to do this EVERY FRAME, you can't do it "when the camera starts".
Unity f'd up and the actual values only arrive after a second or so. it's a well-known problem
private void _orient()
{
float physical = (float)wct.width/(float)wct.height;
rawImageARF.aspectRatio = physical;
float scaleY = wct.videoVerticallyMirrored ? -1f : 1f;
rawImageRT.localScale = new Vector3(1f, scaleY, 1f);
int orient = -wct.videoRotationAngle;
rawImageRT.localEulerAngles = new Vector3(0f,0f,orient);
showOrient.text = orient.ToString();
}
Upvotes: 5