This Plugin gives access to local connected Webcams. The Plugin grabs a single Webcam Image and copies the pixel data in an ordinary Unity3D Texture which can be used by any Unity3D Shader. It’s possible to grab a single image or a whole webcam stream.
A known performance issue appears when using higher cam-resolutions. That’s because the Unity3D function SetPixel() for every pixel of the webcam image is called every frame. If someone has an idea to speed up the transfer between cpu and gpu memory, please let me know.
This sounds great, but I have installed it on several machines with different cameras, and all I get is a screen with a white box and a blue box with ‘webcam control’ at the top. I’ve seen it work on another machine, so I know what to expect.
The docs are non-existant? Or where are they?
What DLL’s do I need, and where to they go (I put ImageGraber.dll and VidCapDll.dll in the same folder as my exe, no luck).
Thanks
Hopefully, Unity’s texture writing/pixel-setting will be extended soon so that we can experience your plugin with optimal framerates.
Have you looked into blitting (then possibly rendering to texture if the texture needs to be mapped)?
Could it be a possible workaround in the meantime?
Hi, I have been trying to get both the Unity AR - tool kit as well as just the webcam Toolkit to run. But All I get is a blank white box, and a “error connecting to device” while running on the editor.
Just added Mac support for UnityAR. The XCode project is in the project root folder.
Now it only use ARToolKit, No CodeVis VidCap dependence.
Some functions removed because they don’t support by ARToolKit.
If you find image is flipped due to some reason, I added the flip implementation to the demo for easy of use.
There are some dirty macros to make it built on both VS and Xcode. I have no idea how to clean them up sorry.
edit: I re-uploaded the file. I have no idea why everytime I attach it to here, it will show uploading empty file error.
If this link is not work, I may upload it to other free space.
That wasn’t my experience, setPixels is way quicker than looping through every pixel and using setPixel. Sure there is probably a much bigger bottle neck with Apply but if you are looking for every bit of performance increase.
Of course if you still have to loop through every pixel to build the array that setPixels uses then I can see there won’t be much benefit.
The guy wrote the code and made it available to everybody. He could just keep it to himself and most probably has his own schedules and work to do besides sharing his code for free. If you think it´s a shame, don´t bother going there to download it and write your own code.
I’m very much excited about this camera toolkit and possibilities in Unity thanks for the toolkit. I’m using windows Vista 64 and unity3d 2.6 pro trial. Every time i play the example project unity crashes. But whenever i build run the project everything looks fine and it works. does anyone know what could be the problem?
thanks
HI,Christian .first,thanks for your UnityAR_v01_beta.Can I ask you a question?about UnityAR_v01_beta. i’m having a problem with “getDetectedTranslationRotation” when i took out the marker, the object stays in the plane, and don’t go to the standard position. How dofix that?