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Components Documentation

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These camera systems are very closely related. Having all the same components with the varibles of those components seperating them.

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It creates:

  • n Cameras (n2 for 3D)
  • Rotated at n/360 degrees from eachother.
  • EmittingĀ n seperate streams of content. One per camera.

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This is the main camera creation C# script we have developed. In inherits IglooCamera.cs, which contains the basic definitons but only generates a 2D camera system.

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Igloo Settings

  • Number of Cameras:
    Type: Integer | Default Setting: (4,5,6)
    The amount of cameras that will be created by this camera system (doubles this amount for 3D)

  • Camera Name:
    Type: String | Default Setting: UnityCam
    Prefix of the NDI/Spout stream when it is created.

  • Render Width:
    Type: Integer | Default Setting: 8000
    The width in pixels of the stream output. 8000 is standard for Igloos.
  • Player:
    Type: Game Object | Default Setting: null
    - Depricated - Will be removed in a future release

  • Third Person Camera:
    Type: Game Object | Default Setting: null
    - Depricated - Will be removed in a future release
  • Camera Prefab:
    Type: Game Object | Default Setting: null
    This allows you to define a camera that contains extra components or variables that you would like to use for all Igloo Cameras that are created by this script.
    This is very useful for camera based effects, as most are only applied to the main camera and not globally to all cameras in the scene.

  • Use Camera Prefab:
    Type: Boolean | Default Setting: false
    Should the camera prefab defined in Camera Prefab be used as the base for creating the camera system.

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  • Clear Flags:
    Type: Enumeration | Default Setting: Skybox
    This enum specifies what clear flags the cameras will have when they are created. This is not used if you have useCameraPrefab set to true.
    1. Skybox
    2. Color
    3. Solid Color
    4. Depth
    5. Nothing
  • Clipping Planes:
    Type: Vector2 | Default Setting: x=0.1 y=100
    The minimum and maximum clipping range of the created cameras. The camera will not render outside of these distance values.

  • Igloo Field of View:
    Type: Enumeration | Default Setting: Standard
    This enum specifies the FOV of the entire camera system
    1. STANDARD:
      FOV is defined by the amount of cameras, using a 8:1 aspect ratio for 99% of igloo installations, this is correct.
    2. WIDE:
      Sets the FOV and output to reflect a verticle pixel output of 1200. Used when you're using projectors with a 1920x1200 resolution
    3. SUPERWIDE:
      - Depricated - Will be replaced in a future release.
    4. UHD:
      Sets the FOV and output to reflect a verticle pixel output of 2000. Used when you're using projectors with a 3840x2160 resolution
  • Igloo Stream Sender:
    Type: Enumeration | Default Setting: Standard
    This enum specifies how the cameras will emit their texture stream:
    1. Spout:
      A Local machine only based texture streaming service.
      Use this if you are running your application on the same computer as the Igloo software, which for most projects is applicable.
    2. NDI:
      A Local area network based texture streaming service. Use this if your project meets or exceeds the following conditions:
      • It's extremely detailed, in excess of 5 million polygons in the scene.
      • You're using a VR Headset device as the main source of input and control.
      • You want a high framerate output, and therefore as much of the graphics card as possible (First person shooter, or racing game, for example) and the 360 output is used as a spectator device.

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