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WebCamTexture.WebCamTexture

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public WebCamTexture()
public WebCamTexture();
public WebCamTexture(requestedWidth: int, requestedHeight: int, requestedFPS: int)
public WebCamTexture(int requestedWidth, int requestedHeight, int requestedFPS);
public WebCamTexture(requestedWidth: int, requestedHeight: int)
public WebCamTexture(int requestedWidth, int requestedHeight);
public WebCamTexture(deviceName: string)
public WebCamTexture(string deviceName);
public WebCamTexture(deviceName: string, requestedWidth: int, requestedHeight: int)
public WebCamTexture(string deviceName, int requestedWidth, int requestedHeight);
public WebCamTexture(deviceName: string, requestedWidth: int, requestedHeight: int, requestedFPS: int)
public WebCamTexture(string deviceName, int requestedWidth, int requestedHeight, int requestedFPS);

Parameters

deviceNameThe name of the video input device to be used.
requestedWidthThe requested width of the texture.
requestedHeightThe requested height of the texture.
requestedFPSThe requested frame rate of the texture.

Description

Create a WebCamTexture.

Use WebCamTexture.devices to get a list of the names of available camera devices. If no device name is supplied to the constructor or is passed as a null string, the first device found will be used.

The requested width, height and framerate specified by the parameters may not be supported by the chosen camera. In such cases, the closest available values will be used.

Note: if you want to use WebCamTextures in the web player, you need to get the user's permission to do so. Call Application.RequestUserAuthorization before creating a WebCamTexture.

Note: if you want to use WebCamTexture to play the camera stream from device connected through Unity Remote, then you must initalize it through the constructor. Later it's not possible to change device using WebCamTexture.deviceName from regular devices to remote devices and vice versa.