Unity 3d UI获取外部摄像头拍摄
3D环境下调用外部摄像头的方法网络上有很多,在此不过多说,本方法是在2D环境下利用UI来调用外部摄像头进行拍摄,总体而言,两种环境下所用到的核心方法是一样的。
1、创建一个RawImagin,并命名为CameraPlay
2、创建一个脚本,命名为PlaneManager,将脚本随便挂在一个物体上。脚本中的public RawImage rawImage;要记得在Inspector面板中把CameraPlay添上去
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlaneManager : MonoBehaviour
{
public string DeviceName;
//public Vector2 CameraSize;
public float CameraFPS;
//接收返回的图片数据
WebCamTexture _webCamera;
//public GameObject Plane;//作为显示摄像头的面板
public RawImage rawImage;
void OnGUI()
{
if (GUI.Button(new Rect(100, 100, 100, 100), "Initialize Camera"))
{
StartCoroutine("InitCameraCor");
}
//添加一个按钮来控制摄像机的开和关
if (GUI.Button(new Rect(100, 250, 100, 100), "ON/OFF"))
{
if (_webCamera != null && rawImage != null)
{
if (_webCamera.isPlaying)
StopCamera();
else
PlayCamera();
}
}
if (GUI.Button(new Rect(100, 450, 100, 100), "Quit"))
{
Application.Quit();
}
}
public void PlayCamera()
{
//Plane.GetComponent<MeshRenderer>().enabled = true;
rawImage.enabled = true;
_webCamera.Play();
}
public void StopCamera()
{
// Plane.GetComponent<MeshRenderer>().enabled = false;
rawImage.enabled = false;
_webCamera.Stop();
}
/// <summary>
/// 初始化摄像头
/// </summary>
public IEnumerator InitCameraCor()
{
yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);
if (Application.HasUserAuthorization(UserAuthorization.WebCam))
{
WebCamDevice[] devices = WebCamTexture.devices;
DeviceName = devices[0].name;
_webCamera = new WebCamTexture(DeviceName, 1920, 1080, 60);
rawImage.texture = _webCamera;
//Plane.GetComponent<Renderer>().material.mainTexture = _webCamera;
//Plane.transform.localScale = new Vector3(1, 1, 1);
_webCamera.Play();
//前置后置摄像头需要旋转一定角度,否则画面是不正确的,必须置于Play()函数后
rawImage.rectTransform.localEulerAngles = new Vector3(0, 0,_webCamera.videoRotationAngle+360);
}
}
}
3、运行结果