Legacy Documentation: Version 5.0
Language: English
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

WebCamTexture.videoRotationAngle

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var videoRotationAngle: int;
public int videoRotationAngle;

Description

Returns an clockwise angle, which can be used to rotate a polygon so camera contents are shown in correct orientation.

Note that 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.

#pragma strict
// Starts a camera and assigns the texture to the current renderer.
// Updates polygon's orientation according to camera's given angle.
public var webcamTexture;
public var baseRotation;
function Start() {
	webcamTexture = new WebCamTexture();
	var renderer = GetComponent.<Renderer>();
	renderer.material.mainTexture = webcamTexture;
	baseRotation = transform.rotation;
	webcamTexture.Play();
}
function Update() {
	transform.rotation = baseRotation * Quaternion.AngleAxis(webcamTexture.videoRotationAngle, Vector3.up);
}
	// Starts a camera and assigns the texture to the current renderer.
// Updates polygon's orientation according to camera's given angle.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public WebCamTexture webcamTexture; public Quaternion baseRotation; void Start() { webcamTexture = new WebCamTexture(); Renderer renderer = GetComponent<Renderer>(); renderer.material.mainTexture = webcamTexture; baseRotation = transform.rotation; webcamTexture.Play(); } void Update() { transform.rotation = baseRotation * Quaternion.AngleAxis(webcamTexture.videoRotationAngle, Vector3.up); } }