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Unity Engine


PhotoCapture

Captures a photo from the web camera and stores it in memory or on disk.
Read time 2 minutesLast updated 12 days ago

Definition

public class PhotoCapture : IDisposable

Remarks

Demonstrates how to take a photo using the PhotoCapture functionality and display it on a Unity GameObject.

Examples

using UnityEngine;using System.Collections;using System.Linq;using UnityEngine.Windows.WebCam;public class PhotoCaptureExample : MonoBehaviour{ PhotoCapture photoCaptureObject = null; Texture2D targetTexture = null; // Use this for initialization void Start() { Resolution cameraResolution = PhotoCapture.SupportedResolutions.OrderByDescending((res) => res.width * res.height).First(); targetTexture = new Texture2D(cameraResolution.width, cameraResolution.height); // Create a PhotoCapture object PhotoCapture.CreateAsync(false, delegate(PhotoCapture captureObject) { photoCaptureObject = captureObject; CameraParameters cameraParameters = new CameraParameters(); cameraParameters.hologramOpacity = 0.0f; cameraParameters.cameraResolutionWidth = cameraResolution.width; cameraParameters.cameraResolutionHeight = cameraResolution.height; cameraParameters.pixelFormat = CapturePixelFormat.BGRA32; // Activate the camera photoCaptureObject.StartPhotoModeAsync(cameraParameters, delegate(PhotoCapture.PhotoCaptureResult result) { // Take a picture photoCaptureObject.TakePhotoAsync(OnCapturedPhotoToMemory); }); }); } void OnCapturedPhotoToMemory(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame) { // Copy the raw image data into our target texture photoCaptureFrame.UploadImageDataToTexture(targetTexture); // Create a gameobject that we can apply our texture to GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad); Renderer quadRenderer = quad.GetComponent<Renderer>() as Renderer; quadRenderer.material = new Material(Shader.Find("Unlit/Texture")); quad.transform.parent = this.transform; quad.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f); quadRenderer.material.SetTexture("_MainTex", targetTexture); // Deactivate our camera photoCaptureObject.StopPhotoModeAsync(OnStoppedPhotoMode); } void OnStoppedPhotoMode(PhotoCapture.PhotoCaptureResult result) { // Shutdown our photo capture resource photoCaptureObject.Dispose(); photoCaptureObject = null; }}

Static Properties

Property

Description

SupportedResolutionsA list of all the supported device resolutions for taking pictures.

Methods

Method

Description

DisposeDispose must be called to shutdown the PhotoCapture instance.
GetUnsafePointerToVideoDeviceControllerProvides a COM pointer to the native IVideoDeviceController.
StartPhotoModeAsyncAsynchronously starts photo mode.
StopPhotoModeAsyncAsynchronously stops photo mode.
TakePhotoAsyncAsynchronously captures a photo from the web camera and saves it to disk.

Static Methods

Method

Description

CreateAsyncAsynchronously creates an instance of a PhotoCapture object that can be used to capture photos.

Structs

Struct

Description

PhotoCapture.PhotoCaptureResultA data container that contains the result information of a photo capture operation.

Enums

Enum

Description

PhotoCapture.CaptureResultTypeContains the result of the capture request.

Delegates

Delegate

Description

PhotoCapture.OnCapturedToDiskCallbackCalled when a photo has been saved to the file system.
PhotoCapture.OnCapturedToMemoryCallbackCalled when a photo has been captured to memory.
PhotoCapture.OnCaptureResourceCreatedCallbackCalled when a PhotoCapture resource has been created.
PhotoCapture.OnPhotoModeStartedCallbackCalled when photo mode has been started.
PhotoCapture.OnPhotoModeStoppedCallbackCalled when photo mode has been stopped.