A camera feed gives you access to a single physical camera attached to your device.
    public class CameraFeed : Reference

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.

Inheritance Chain

Constructors

    public CameraFeed()

Properties

    public bool FeedIsActive { get; set; }

If true, the feed is active.

    public Transform2D FeedTransform { get; set; }

The transform applied to the camera’s image.

Methods

    public int GetId()

Returns the unique ID for this feed.

    public string GetName()

Returns the camera’s name.

    public FeedPosition GetPosition()

Returns the position of camera on the device.

    [Obsolete("GetTransform is deprecated. Use the FeedTransform property instead.")]
    public Transform2D GetTransform()

Getter for FeedTransform

    [Obsolete("IsActive is deprecated. Use the FeedIsActive property instead.")]
    public bool IsActive()

Getter for FeedIsActive

    [Obsolete("SetActive is deprecated. Use the FeedIsActive property instead.")]
    public void SetActive(bool active)

Setter for FeedIsActive

    [Obsolete("SetTransform is deprecated. Use the FeedTransform property instead.")]
    public void SetTransform(Transform2D transform)

Setter for FeedTransform

Inner Types

FeedDataType

Name Value Description
Noimage 0 No image set for the feed.
Rgb 1 Feed supplies RGB images.
Ycbcr 2 Feed supplies YCbCr images that need to be converted to RGB.
YcbcrSep 3 Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.

FeedPosition

Name Value Description
Unspecified 0 Unspecified position.
Front 1 Camera is mounted at the front of the device.
Back 2 Camera is mounted at the back of the device.
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