我什至在设备默认的相机应用中找不到此设置。在Unity中,我有一个应用程序,我只是在使用WebCamTexture并将其显示在四边形上。后置摄像头很好。全彩色,但是当我将其设置为前置摄像头时,它是黑白的,就像卡在某种红外夜视模式中一样。
统一版本2018.3.7 设备:Pixel 4 XL(无法正常工作) Pixel 2 XL(适用于彩色图像)
有没有统一的东西可以解决这个问题?
我已经尝试了统一文档中的所有内容,但是没有设置。
IEnumerator initAndWaitForWebCamTexture(){
isInitWaiting = true;
devices = WebCamTexture.devices;
webCams = new WebCamTexture[devices.Length];
textures = new Texture[devices.Length];
for (int i = 0; i < devices.Length; i++)
{
webCams[i] = new WebCamTexture();
webCams[i] = new WebCamTexture(devices[i].name,Mathf.RoundToInt(requestResolution.x),Mathf.RoundToInt(requestResolution.y),30);
textures[i] = webCams[i];
textures[i].wrapMode = TextureWrapMode.Repeat;
if (useFrontCam)
{
if (devices[i].isFrontFacing)
{
TargetcamID = i;
}
}
else
{
if (!devices[i].isFrontFacing)
{
TargetcamID = i;
}
}
}
if (TargetcamID > devices.Length - 1) TargetcamID = devices.Length - 1;
texture = webCams[TargetcamID];
webCams[TargetcamID].requestedFPS = 30;
webCams[TargetcamID].Play();
for (int i = 0; i < materials.Length; i++)
{
materials[i].mainTexture = textures[TargetcamID];
}
if (BackgroundQuad != null) BackgroundQuad.getcomponent<Renderer>().material.mainTexture = textures[TargetcamID];
foreach (GameObject obj in targetMeshObjects)
{
obj.getcomponent<Renderer>().material.mainTexture = textures[TargetcamID];
}
if (textures.Length > 0)
{
webCamTexture = webCams[TargetcamID];
int initFrameCount = 0;
bool isTimeout = false;
while (webCamTexture.width <= 16)
{
if (initFrameCount > timeoutFrameCount)
{
isTimeout = true;
break;
}
else
{
initFrameCount++;
}
yield return new WaitForEndOfFrame();
}
textureResolution = new Vector2(webCamTexture.width,webCamTexture.height);
isFlipped = webCamTexture.videoVerticallyMirrored;
isInitWaiting = false;
}
yield return null;
}
使用相同代码的像素2可以正确显示相机。因此,这与Pixel 4的摄像头有关,但似乎还没有人遇到过这种情况。