![]() ![]() Unfortunately, at only 4.5 inches, the tripod is not tall enough to get good use out of it on a desk. It can be tilted in any direction and rotated 360 degrees. The included tripod makes up for the convenience factor a little. ![]() Although you can put this on a camera ball mount that comes with many ring lights, getting the wire all the way from the mount to your computer is a different task. Not being detachable is a huge problem when it comes to convenience. The wire on the Logitech Streamcam is 60 inches long, non-detachable, and it’s USB-C. The device can’t be tilted in any direction regardless of which clip it’s on or if it’s in vertical or horizontal position. To switch from mounting on a monitor to a tripod, you have to swap out the clips it comes with. I'm wondering if this is something I'm just not setting up properly, if I really do just need to use NatCam, or if I'm having some issue with my device video drivers that is preventing Unity from being capable of grabbing the camera's actual res/ratio.The build of the Logitech Streamcam is mediocre. Finally, I did try and implement the tweaks mentioned in the answer, and while I'm finally able to get the texture at a higher res of 720, it's still crunching it to a 4:3 aspect ratio (960x720), and chopping off the extra areas. First of all, this answer is years old and referring to "unaddressed issues with Unity" (while also again defaulting to "just use NatCam.") Secondly, it once again seems to be directed at mobile device cameras not giving you the full resolution rather than a completely different aspect ratio. Now I did mention I'm relatively new to WCTs, but I'm having a lot of trouble deciphering where the relevance to my issue lies in this. I'm not sure if it's the solution though, since it seems to be intended for mobile devices and this is a USB webcam on a desktop/tablet. However, I've used a lot of helpful plugins in the past to save a lot of time, so if NatCam does the job, I'll gladly drop the $30-50 on it. I have a bit of an issue with just defaulting to "use a plugin" because I'd like to know what the problem actually is and to see if there's anything I can do about it myself before paying for and learning a new plugin. I've been doing a lot of research into this over the past few days as I'm not very versed in WCTs, and everything seems to boil down to two things. The issue of squashing the video down also occurs when rendering on a plane. ![]() For some reason, it wants to create a 640x480 capture, despite the fact that I have an Aspect Ratio Fitter component on it set to 1.778 (16:9) on a 1280x720 raw image. When I set the native size of the RawImage I'm rendering the WCT to, and when I compared the viewable area of both the native capture with the Unity WCT, that's when I noticed it was actually grabbing a 4:3 capture of the camera, cropping off the rest, and stretching it to my 720 RawImage. However, I've noticed the WebCamTexture looked substantially zoomed in. When I use the Logitech capture software, I get a 1280x720 60fps output. The C922 has a resolution of 1080p when recording at 30fps and 720p when recording at 60, both at an aspect ratio of 16:9. I'm currently creating an app that uses the feed from a C922 USB Webcam and I'm having a strange issue when applying it to a WebCamTexture. ![]()
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