Can I take a photo in Unity using the device's camera?

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春和景丽
春和景丽 2020-12-06 00:18

I\'m entirely unfamiliar with Unity3D\'s more complex feature set and am curious if it has the capability to take a picture and then manipulate it. Specifically my desire is

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  •  [愿得一人]
    2020-12-06 00:28

    Yes, this is possible. You will want to look at the WebCamTexture functionality.

    You create a WebCamTexture and call its Play() function which starts the camera. WebCamTexture, as any Texture, allows you to get the pixels via a GetPixels() call. This allows you to take a snapshot in when you like, and you can save this in a Texture2D. A call to EncodeToPNG() and subsequent write to file should get you there.

    Do note that the code below is a quick write-up based on the documentation. I have not tested it. You might have to select a correct device if there are more than one available.

    using UnityEngine;
    using System.Collections;
    using System.IO;
    
    public class WebCamPhotoCamera : MonoBehaviour 
    {
        WebCamTexture webCamTexture;
    
        void Start() 
        {
            webCamTexture = new WebCamTexture();
            GetComponent().material.mainTexture = webCamTexture; //Add Mesh Renderer to the GameObject to which this script is attached to
            webCamTexture.Play();
        }
    
        IEnumerator TakePhoto()  // Start this Coroutine on some button click
        {
    
        // NOTE - you almost certainly have to do this here:
    
         yield return new WaitForEndOfFrame(); 
    
        // it's a rare case where the Unity doco is pretty clear,
        // http://docs.unity3d.com/ScriptReference/WaitForEndOfFrame.html
        // be sure to scroll down to the SECOND long example on that doco page 
    
            Texture2D photo = new Texture2D(webCamTexture.width, webCamTexture.height);
            photo.SetPixels(webCamTexture.GetPixels());
            photo.Apply();
    
            //Encode to a PNG
            byte[] bytes = photo.EncodeToPNG();
            //Write out the PNG. Of course you have to substitute your_path for something sensible
            File.WriteAllBytes(your_path + "photo.png", bytes);
        }
    }
    

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