SRP: is CameraCaptureBridge class here to stay?

Hi,

In HDRP I’ve been trying to fetch the camera output while keeping the render to display on screen and I’ve bumped into the CameraCaptureBridge class which is perfect for the task:

https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@5.16/api/UnityEngine.Rendering.CameraCaptureBridge.html

However the documentation is light and I haven’t seen any implementations around making me wondering if the class still has a purpose to exist and will make it to future versions of Unity.

Do you think using this class for the long term is a safe bet?

Thank you for your help

Well, it made it to the 9.0, so I think it will stay for a while whatever it is.
https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@9.0/api/UnityEngine.Rendering.CameraCaptureBridge.html

1 Like

Yeah, I just came across it today, and those docs aren’t doing it any favors. Do we need to declare one or do cameras already have one? This is like the old school method where we create a secondary camera at runtime that gets configured by using the source camera as a starting base, then gets those settings overridden by our own image capture settings, then renders to a RenderTexture (but only in the LateUpdate), etc., etc., etc., kind of thing.

This CameraCaptureBridge sounds like just the thing I need, but how is it meant to be used? What can it do (I’ve only got assumptions based on the class name)? How can I misuse it to get what I need/want from it?

1 Like