Fix outdated iOS camera instructions in CameraFeed docs

Update CameraFeed.xml to reference EditorExportPlatformIOS.modules/camera
instead of the removed godot-ios-plugins repository, matching the already
updated CameraServer.xml documentation.
This commit is contained in:
KOGA Mitsuhiro
2026-04-03 16:36:33 +09:00
parent 3911e0963d
commit 2797e93dc4
+1 -1
View File
@@ -6,7 +6,7 @@
<description>
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. See also [CameraServer].
[b]Note:[/b] 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.
[b]Note:[/b] This class is currently only implemented on Linux, Android, macOS, and iOS. On other platforms no [CameraFeed]s will be available. To get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required.
[b]Note:[/b] This class is currently only implemented on Linux, Android, macOS, and iOS. On other platforms no [CameraFeed]s will be available. To get a [CameraFeed] on iOS, enable [member EditorExportPlatformIOS.modules/camera].
</description>
<tutorials>
</tutorials>