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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 :...

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Answer by Lanre

using System;

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Answer 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

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Answer 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

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Answer 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]:...

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Answer 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]:...

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Answer 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...

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Answer 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

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Answer by Lanre

Perhaps you could try using [NatCam][1] with a shader that flips horizontally. [1]: https://www.assetstore.unity3d.com/en/#!/content/52154

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Answer 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...

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Answer by Lanre

Consider using [NatCam][1]. [1]: https://www.assetstore.unity3d.com/en/#!/content/52154

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Answer 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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Answer by Lanre

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

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Answer 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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Answer by Lanre

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

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Answer 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]:...

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Answer 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]:...

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Answer 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...

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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 Article

Answer by Lanre

using System;

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