The null object acts as a 'proxy', allowing you to move objects in 3D via the on-screen transform handles, or by linking it to a dynamic transform data source, e.g. This workflow is known as 3D Object Transform. Transform: This allows you to control the full 3D transform (translation, rotation, scale) of the GameObject using a null object in the disguise software. When exposing a GameObject's Transform, you will have the options to expose the following fields: You can also expose a Unity GameObject's transform parameters this will allow you to control the object's movements in two ways which is defined by the field you expose. Screenshot showing how to create a Render Texture and expose it on an object. Move the new layer underneath the RenderStream Layer with Ctrl+Alt+down arrow.Īlt+drag to arrow the newly created layer into the RenderStream Layer.Ĭonfirm arrowed input appears in the RenderStream content. Open the RenderStream Layerin the disguise software and start the workload.Ĭreate a new layer (e.g. Open the 'Fields' separator and ensure that "Main Texture" is enabled (no need to enable any other fields). Right-click inside and select Create → Render Texture.ĭrag and drop the new Render Texture onto your Plane (or 3D game object of your choice) in the scene.Ĭonfirm that the new Render Texture has been added as a 'Material' component to your game object.Ĭonfirm that the new Render Texture has been set as a material element in the 'Mesh Renderer' component of your game object.Įxpose the Render Texture as a remote parameter:Īdd a 'Remote Parameters' component to the Plane (or 3D game object of your choice).ĭrag and drop the new Render Texture (Material) component into 'Exposed Object'. Add a Plane (or any other 3D game object) to the scene. This allows a two-way flow of video content between the disguise software and the Unity engine. The Unity plugins offers support for sharing textures remotely through the use of exposed parameters. Wait for Workload status to switch to Running. If the machines in the cluster pool do not have the content or the project has changed, press Sync.Įnsure all Sync Tasks are marked completed. Each unique Channel-Mapping combination creates a new workload. Select the distribution strategy and video transport options (changes to transport settings require the workload to be restarted).Įxpand the Default separator and right-click MultiChannelMap to open its editor:Īssign one or more Mapping (regular disguise mapping) to each Channel (e.g. Within each Channel’s Cluster Assigner and/or the default Cluster Assigner: Select Cluster assigner and create a new Cluster Assigner. Within the Cluster Pool, add the desired machines. Select Cluster pool and create a new cluster. Set Source Machine to the machine with the asset (used for syncing content). Right-click the Asset to open its editor: Select Asset and choose your Unity executable. Select whether or not you want the Camera(s) to see the objects in your newly defined Layer by opening the Culling Mask dropdown from the Inspector panel. Set Layer to your newly defined Layer from the Inspector panel. Optionally, set game object Channel visibility: Navigate to Player Settings… and Other Settings: Open the project folder and place the plugin inside the ‘Assets’ folder. Name the project, set the location to: “C:\Users\USERNAME\Documents\Renderstream Projects” or “D:\Renderstream Projects” if using a system with a media drive (e.g. Launch Unity, navigate to Projects and select New.
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