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Igloo Unreal Toolkit Configuration

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Igloo Unreal Toolkit Configuration

In Editor Adjustment

This is a breakdown of the Igloo Manager component, and what is possible to be adjusted.

The Igloo Manager Object

Create on Awake

Type: Boolean | Default: true

Creates the 360 camera system on Begin Play. If you would like to script the plugin to output only after a certain condition is met, disable this, and write a script to activate the functions within Begin Play on the Igloo Manager.

Follow Object

Type: Actor | Default: null

Place an Actor component here, for the camera system to follow.

Exposure Compensation

Type: Float | Default: 10.0

The cameras adjust their exposure separately to global exposure, and adjusting this value adjusts how much light the cameras pickup when capturing the scene.

Use Igloo Crosshair

Type: Boolean | Default: true

Spawns the Igloo Crosshair actor on Begin Play. Disable this if you’re using a custom player.

Command Line Ending Adjustment

Several adjustments can be made to the final ‘cooked’ game by adding command line endings to the shortcut, or to the correct box within the ICE software.

These CLI values can adjust how the output to the Igloo software is rendered, and can be used to speed up the build at the expense of quality, or increase quality at the expense of frame rate.

Configuring a build with CLI using Igloo ICE

  1. Run the Built Unreal executable.

  2. Add a Spout Layer and select IglooUnreal as the Sender

  3. Within Effects, add the Cubemap to Equirectangular modifier, and then True Perspective modifer.

  4. Within General, change the name to something appropriate

  5. Within Misc, set the Exe path to your executable location and place the arguments you require in the Arguments box below.

You do not need to use all the arguments, and if your application works with default values. There’s no need to do anything at all.

A sample unreal executable with all command line adjustments applied

You will then need to save this session as something appropriate.

Close the Unreal application.

Then delete the spout layer you’ve created

Load the session you created, it should:

  • Load the executable

  • Apply the arguments you’ve set

  • Open the spout layer

  • Wait for the sender

Available CLI Adjustments

Adjust Amount of Cameras

CLI Argument: -iglooSenderName | Value: string | Default: IglooUnreal

Example: -iglooSenderName=IglooSpoutOut

Changing this value will rename the spout sender output that is sent to the Igloo software.

Adjust Number of Cameras

CLI Argument: -iglooNumCams | Value: integer | Default: 6 | Min: 0 | Max: 6

Example: -iglooNumCams=4

Changes the number of cameras that is generated to output to the large render texture that then outputs to the Igloo software via Spout.

This doesn’t alter the size of the texture. It will always be 6:1 regardless of the amount of cameras generated.

Space with no cameras will be just black, which doesn’t cause any noticeable framerate drop. The main workload is done when the camera draws the scene.

Adjust output resolution

CLI Argument: -iglooSetResolution | Value: integer | Default: 1000 | Max: 2780

Example: -iglooSetResolution=1500

Adjusts the vertical output size (in pixels), which is then multiplied by 6 to achieve the horizontal output size.
The output of the camera system will always be 6:1.

Inputting a value of 1500 will result in an output texture size of 9000x1500.

2000 will result in an output size of 12000x2000.

The level of detail will be altered dramatically by adjusting this value higher or lower. This will also radically control the framerate of the unreal build.

The maximum size is 2780, as this will roughly correlate to a horizontal width of 16384, the limit of openGL shaders.

 

 

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(c) Igloo Vision 2020