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.