A camera feed gives you access to a single physical camera attached to your device.
A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used.
Note: Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.
| bool | feed_is_active | false |
| Transform2D | feed_transform | Transform2D( 1, 0, 0, -1, 0, 1 ) |
| int | get_id ( ) const |
| String | get_name ( ) const |
| FeedPosition | get_position ( ) const |
enum FeedDataType:
enum FeedPosition:
| Default | false |
| Setter | set_active(value) |
| Getter | is_active() |
If true, the feed is active.
| Default | Transform2D( 1, 0, 0, -1, 0, 1 ) |
| Setter | set_transform(value) |
| Getter | get_transform() |
The transform applied to the camera's image.
Returns the unique ID for this feed.
Returns the camera's name.
Returns the position of camera on the device.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_camerafeed.html