Unity WebGL supports WebCam access. To allow a WebGL application to access the webcam on a device, the browser must request its user to provide access to the camera. Without the permission to access the camera, the browser returns incomplete or inaccurate information.
Note: Currently, Unity WebGL supports WebCam devices only.
To request browser permission to access the webcam, use the Application.RequestUserAuthorization
API:
using UnityEngine;
using UnityEngine.iOS;
using System.Collections;
// Get WebCam information from the browser
public class ExampleClass : MonoBehaviour
{
private WebCamDevice[] devices;
// Use this for initialization
IEnumerator Start()
{
yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);
if (Application.HasUserAuthorization(UserAuthorization.WebCam))
{
Debug.Log("webcam found");
devices = WebCamTexture.devices;
for (int cameraIndex = 0; cameraIndex < devices.Length; ++cameraIndex)
{
Debug.Log("devices[cameraIndex].name: ");
Debug.Log(devices[cameraIndex].name);
Debug.Log("devices[cameraIndex].isFrontFacing");
Debug.Log(devices[cameraIndex].isFrontFacing);
}
}
else
{
Debug.Log("no webcams found");
}
}
}
Note: Unity recommends to use the MediaDevices.getUserMedia()
API to request user permission for accessing the device. This feature is available only in secure contexts (HTTPS).
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