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Option | Input Type (Default value) | Effect |
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isEnabled | boolean ( true ) | Enables the Igloo Camera system. |
isStereo | boolean ( false ) | Enables 3D output of the Igloo Camera system. |
isSpoutOutput | boolean ( true ) | Creates a Spout sender, which sends the full camera output texture to another application on the same machine. |
isNDIOutput | boolean ( false ) | Creates an NDI sender, which sends the full camera output texture to another application on any machine on the same LAN. |
useWarpAndBlend | boolean ( false ) | Utilises the Igloo ICE warping and blending files in order to bypass the ICE software. Allows unity to create it’s own windows and display the output without ICE. Useful for large projects or complex systems to gain maximum performance. |
outputName | string (“IglooUnity”) | When using Spout or NDI, this value will be the sharing name of the texture stream. |
nearClipPlane | float ( 0.1 ) | Adjusts the near clip for every generated igloo camera in the camera rig. |
farClipPlane | float ( 1000.0 ) | Adjusts the far clip for every generated igloo camera in the camera rig. |
stereoEyeDistance | float ( 0.5 ) | Adjusts the inter pupilary distance between each camera when outputting 3D stereo. |
cameraRotationOffset | vector3 ( x:0.0 , y:0.0 , z:0.0 ) | Rotates the camera rig within the 3D space. Useful for when Unity ‘faces forwards’ on the wrong wall in an Igloo Space. |
cameraType | integer ( 0 ) | Enum: 0 = Cubemap System | 1 = OffAxis System. |
CubemapData | Struct of Cubemap Data | explained below. |
>useTruePerspective | boolean ( false ) | If true, an additional shader pass using the Igloo TruePerspective data will be carried out before outputting the texture. This can be a performance advantage. in some cases, over ICE doing it. |
>cubemapFaceResolution | integer ( 2000 ) | When generating a cubemap, each face of the cubemap will be rendered as a square with the resolution of this value on x and y. |
>faceList | Array of Faces to generate | The faces in this array do not have to be in order. As they will be generated in the following order regardless: |
>> face | string (“FaceName”) | e.g: “face”:“Back”, “enabled”: true. |
OffAxisData | Struct of Off Axis Data | explained below. |
>canvasWidth | float ( 0 ) | The total width of the output canvas. |
>canvasHeight | float ( 0 ) | The total height of the output canvas. |
>cameras | array of OffAxisCameras | Informs the offAxisCamera system on how to create each camera in the scene. Explained Below |
>>id | string ( “cameraName” ) | ID for the camera. Name similar to cubemap faces for consistency. |
>>roi | rect ( x:0.0, y:0.0, z:0.0 w:1.0 ) | The region of the canvas that this camera is going to output to. |
>>lowerLeft | vector3 ( x:-1.0 , y:-1.0 , z:-1.0 ) | Lower Left corner of the camera frustrum in 3D space relative to the player origin. |
>>lowerRight | vector3 ( x:1.0 , y:-1.0 , z:-1.0 ) | Lower Right corner of the camera frustrum in 3D space relative to the player origin. |
>>upperLeft | vector3 ( x:-1.0 , y:-1.0 , z:1.0 ) | Upper Left corner of the camera view frustrum in 3D space relative to the player origin. |
Below is an image of what this file would look like in reality.
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example IglooCameraSettings.json file
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Breaking Down the Display Settings file
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In the above example, which would look like the image below in the settings fileis part of the example code below, Half of the output canvas would be displayed on Screen 1, with the other half of the canvas being displayed on Screen 2.
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