'Can I take a photo in Unity using the device's camera?
I'm entirely unfamiliar with Unity3D's more complex feature set and am curious if it has the capability to take a picture and then manipulate it. Specifically my desire is to have the user take a selfie and then have them trace around their face to create a PNG that would then be texture mapped onto a model.
I know that the face mapping onto a model is simple, but I'm wondering if I need to write the photo/carving functionality into the encompassing Chrome app, or if it can all be done from within Unity. I don't need a tutorial on how to do it, just asking if it's something that is possible.
Solution 1:[1]
Yes, this is possible. You will want to look at the WebCamTexture functionality.
You create a WebCamTexture and call its Play() function which starts the camera. WebCamTexture, as any Texture, allows you to get the pixels via a GetPixels() call. This allows you to take a snapshot in when you like, and you can save this in a Texture2D. A call to EncodeToPNG() and subsequent write to file should get you there.
Do note that the code below is a quick write-up based on the documentation. I have not tested it. You might have to select a correct device if there are more than one available.
using UnityEngine;
using System.Collections;
using System.IO;
public class WebCamPhotoCamera : MonoBehaviour
{
WebCamTexture webCamTexture;
void Start()
{
webCamTexture = new WebCamTexture();
GetComponent<Renderer>().material.mainTexture = webCamTexture; //Add Mesh Renderer to the GameObject to which this script is attached to
webCamTexture.Play();
}
IEnumerator TakePhoto() // Start this Coroutine on some button click
{
// NOTE - you almost certainly have to do this here:
yield return new WaitForEndOfFrame();
// it's a rare case where the Unity doco is pretty clear,
// http://docs.unity3d.com/ScriptReference/WaitForEndOfFrame.html
// be sure to scroll down to the SECOND long example on that doco page
Texture2D photo = new Texture2D(webCamTexture.width, webCamTexture.height);
photo.SetPixels(webCamTexture.GetPixels());
photo.Apply();
//Encode to a PNG
byte[] bytes = photo.EncodeToPNG();
//Write out the PNG. Of course you have to substitute your_path for something sensible
File.WriteAllBytes(your_path + "photo.png", bytes);
}
}
Solution 2:[2]
For those trying to get the camera to render live feed, here's how I managed to pull it off. First, I edited Bart's answer so the texture would be assigned on Update rather than just on Start:
void Start()
{
webCamTexture = new WebCamTexture();
webCamTexture.Play();
}
void Update()
{
GetComponent<RawImage>().texture = webCamTexture;
}
Then I attached the script to a GameObject with a RawImage component. You can easily create one by Right Click -> UI -> RawImage in the Hierarchy in the Unity Editor (this requires Unity 4.6 and above). Running it should show a live feed of the camera in your view. As of this writing, Unity 5 supports the use of webcams in the free personal edition of Unity 5.
I hope this helps anyone looking for a good way to capture live camera feed in Unity.
Solution 3:[3]
It is possible. I highly recommend you look at WebcamTexture Unity API. It has some useful functions:
- GetPixel() -- Returns pixel color at coordinates (x, y).
- GetPixels() -- Get a block of pixel colors.
- GetPixels32() -- Returns the pixels data in raw format.
- MarkNonReadable() -- Marks WebCamTexture as unreadable
- Pause() -- Pauses the camera.
- Play() -- Starts the camera.
- Stop() -- Stops the camera.
Solution 4:[4]
Bart's answer has a required modification. I used his code and the pic I was getting was black. Required modification is that we have to convert TakePhoto to a coroutine and add
yield return new WaitForEndOfFrame();
at the start of Coroutine. (Courtsey @fafase) For more details see http://docs.unity3d.com/ScriptReference/WaitForEndOfFrame.html
You can also refer to
Solution 5:[5]
Yes, You can. I created Android Native camera plugin that can open your Android device camera, capture image, record video and save that in the desired location of your device with just a few lines of code.
Solution 6:[6]
There is a plugin available for this type of functionality called Camera Capture Kit - https://www.assetstore.unity3d.com/en/#!/content/56673 and while the functionality provided is geared towards mobile it contains a demo of how you can use the WebCamTexture to take a still image.
Solution 7:[7]
If you want to do that without using a third party plugin then @FuntionR solution will help you. But, if you want to save the captured photo to the gallery (Android & iOS)then it's not possible within unity, you have to write native code to transfer photo to gallery and then call it from unity.
Here is a summarise blog which will guide you to achieve your goal. http://unitydevelopers.blogspot.com/2018/07/pick-image-from-gallery-in-unity3d.html
Edit: Note that, the above thread describes image picking from the gallery, but the same process will be for saving the image to the gallery.
Solution 8:[8]
you need to find your webcam device Index by search it in the devices list and select it for webcam texture to play. you can use this code:
using UnityEngine;
using System.Collections;
using System.IO;
using UnityEngine.UI;
using System.Collections.Generic;
public class GetCam : MonoBehaviour
{
WebCamTexture webCam;
string your_path = "C:\\Users\\Jay\\Desktop";// any path you want to save your image
public RawImage display;
public AspectRatioFitter fit;
public void Start()
{
if(WebCamTexture.devices.Length==0)
{
Debug.LogError("can not found any camera!");
return;
}
int index = -1;
for (int i = 0; i < WebCamTexture.devices.Length; i++)
{
if (WebCamTexture.devices[i].name.ToLower().Contains("your webcam name"))
{
Debug.LogError("WebCam Name:" + WebCamTexture.devices[i].name + " Webcam Index:" + i);
index = i;
}
}
if (index == -1)
{
Debug.LogError("can not found your camera name!");
return;
}
WebCamDevice device = WebCamTexture.devices[index];
webCam = new WebCamTexture(device.name);
webCam.Play();
StartCoroutine(TakePhoto());
display.texture = webCam;
}
public void Update()
{
float ratio = (float)webCam.width / (float)webCam.height;
fit.aspectRatio = ratio;
float ScaleY = webCam.videoVerticallyMirrored ? -1f : 1f;
display.rectTransform.localScale = new Vector3(1f, ScaleY, 1f);
int orient = -webCam.videoRotationAngle;
display.rectTransform.localEulerAngles = new Vector3(0, 0, orient);
}
public void callTakePhoto() // call this function in button click event
{
StartCoroutine(TakePhoto());
}
IEnumerator TakePhoto() // Start this Coroutine on some button click
{
// NOTE - you almost certainly have to do this here:
yield return new WaitForEndOfFrame();
// it's a rare case where the Unity doco is pretty clear,
// http://docs.unity3d.com/ScriptReference/WaitForEndOfFrame.html
// be sure to scroll down to the SECOND long example on that doco page
Texture2D photo = new Texture2D(webCam.width, webCam.height);
photo.SetPixels(webCam.GetPixels());
photo.Apply();
//Encode to a PNG
byte[] bytes = photo.EncodeToPNG();
//Write out the PNG. Of course you have to substitute your_path for something sensible
File.WriteAllBytes(your_path + "\\photo.png", bytes);
}
}
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 | Junaid Pathan |
| Solution 2 | |
| Solution 3 | |
| Solution 4 | Community |
| Solution 5 | Habibur Rahman Ovie |
| Solution 6 | Chris |
| Solution 7 | Ratan Uday Kumar |
| Solution 8 |
