Server keeping track of different cameras accessible in Godot.
The [CameraServer] keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone.
It is notably used to provide AR modules with a video feed from the camera.
[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.
Adds the camera [param feed] to the camera server.
Returns an array of [CameraFeed]s.
Returns the [CameraFeed] corresponding to the camera with the given [param index].
Returns the number of [CameraFeed]s registered.
Removes the specified camera [param feed].
If [code]true[/code], the server is actively monitoring available camera feeds.
This has a performance cost, so only set it to [code]true[/code] when you're actively accessing the camera.
[b]Note:[/b] After setting it to [code]true[/code], you can receive updated camera feeds through the [signal camera_feeds_updated] signal.
[codeblocks]
[gdscript]
func _ready():
CameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)
CameraServer.monitoring_feeds = true
func _on_camera_feeds_updated():
var feeds = CameraServer.feeds()
[/gdscript]
[csharp]
public override void _Ready()
{
CameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;
CameraServer.MonitoringFeeds = true;
}
void OnCameraFeedsUpdated()
{
var feeds = CameraServer.Feeds();
}
[/csharp]
[/codeblocks]
Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in).
Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged).
Emitted when camera feeds are updated.
The RGBA camera image.
The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image.
The Y component camera image.
The CbCr component camera image.