Answer by Lanre
from the code I can see that you want to shoot every 10 seconds with range <= 10 as the condition. Instead of using extra memory making canShoot booleans, just do var range : int; var ReloadTime :...
View ArticleAnswer by Lanre
Have you tried [NatCam][1]? It works wonders and has a lot more features. [1]: https://www.assetstore.unity3d.com/en/#!/content/52154
View ArticleAnswer by Lanre
Try the [NatCam][1] API. It's new, and packs a lot of features that WebCamTexture doesn't have (like flash, focus, and so on). [1]: https://www.assetstore.unity3d.com/en/#!/content/52154
View ArticleAnswer by Lanre
Hi Fedybix93. Try the [NatCam][1] API. It supports torch control and many more features. And running the torch while the camera is running is on the roadmap. [1]:...
View ArticleAnswer by Lanre
Have you checked out [NatCam][1]? It supports flash and many other features. And running the camera while flash is on is planned for the upcoming version. [1]:...
View ArticleAnswer by Lanre
If you are going to be running your application on iOS or Android, use [NatCam][1]. It provides access to the raw pixel data of the camera, the native buffer (for use with native plugins), and will...
View ArticleAnswer by Lanre
Take photos with the device camera using [NatCam][1]. It is fast, and has a much richer API than WebCamTexture. [1]: https://www.assetstore.unity3d.com/en/#!/content/52154
View ArticleAnswer by Lanre
Perhaps you could try using [NatCam][1] with a shader that flips horizontally. [1]: https://www.assetstore.unity3d.com/en/#!/content/52154
View ArticleAnswer by Lanre
Although I don't know the answer to most of your questions, I surely know the answer to the first: [NatCam][1]. It is a fully cross-platform camera solution specialized for iOS and Android. It is...
View ArticleAnswer by Lanre
Consider using [NatCam][1]. [1]: https://www.assetstore.unity3d.com/en/#!/content/52154
View ArticleAnswer by Lanre
@Roktom, On Android especially, WebCamTexture has terrible performance. Try using [NatCam][1]. [1]: https://www.assetstore.unity3d.com/en/#!/content/52154
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Hi @calinu4 if you want to detect barcodes on iOS and Android at blazing speed, use [NatCam][1]. [1]: https://www.assetstore.unity3d.com/en/#!/content/52154
View ArticleAnswer by Lanre
Hi @Urlish can you post some code? And can you post the logcat? You are probably running into a segmentation fault or running out of memory. I also want to suggest using [NatCam][1] and...
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Hi @Fadi. Check out [NatCam][1]. It has a component to make the preview full screen like a camera app. [1]: https://www.assetstore.unity3d.com/en/#!/content/52154
View ArticleAnswer by Lanre
@freezone2000 unfortunately the WebCamTexture API is limited like this. Your usage is correct. If you want a more robust solution, use [NatCam][1]. [1]:...
View ArticleAnswer by Lanre
You could use [NatCam][1]. It features a native pipeline where you can access all the camera preview data, from YUV data to RGBA data to the OpenGL texture. [1]:...
View ArticleAnswer by Lanre
You shouldn't try to do this because the GL_TEXTURE_EXTERNAL_OES spec is much more restictive than the GL_TEXTURE_2D spec. Blit the external texture to a regular GL_TEXTURE_2D target (using and...
View ArticleAnswer by Lanre
from the code I can see that you want to shoot every 10 seconds with range <= 10 as the condition. Instead of using extra memory making canShoot booleans, just do var range : int; var ReloadTime :...
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