Here’s a simple script that captures a 360° photo with your Unity camera and injects the necessary XMP metadata to it; so the output image supports 360° viewers on the web out-of-the-box (like Facebook and Flickr). Both JPEG and PNG formats are supported.
Installed and tried it out. After turning off motion blur (which messes up your screen capture), unfortunately the shot has taken every single polygon and turned them inside out.
However, your image doesn’t look like it is in equirectangular form, I don’t know how you can render it in Unity. Maybe try importing it to Unity and then changing the Texture Shape property to Cube?
I captured this image using ARFoundation Camera from my mobile device i think that’s the problem is there any way i can capture the panorama image from my mobile camera
I have no experience with 360 image capture using device’s camera, so I can’t help with that. My plugin captures in-game 360 image using in-game Camera.
If the native camera app supports panorama capture, you should be but there is no parameter to force the camera to capture a panorama image. So users would probably have to switch to panorama mode manually once the camera is opened.
Hello, great asset thanks! I’m having an issue when taking many screenshots one after the other. What i’m doing is that i’m moving the camera and taking screenshots, let’s say 1000 pictures. The problem is that my RAM memory explodes and I can’t see why this is happening. Do you have any suggestion? Thanks
Plugin destroys the temporary textures after capturing a screenshot, so AFAIK, it shouldn’t leak any memory. Are you keeping a reference to the returned byte[ ] objects or maybe converting them to textures but not destroying these textures?