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Brian ChasalowParticipant
are you using SyphonServerCustomResolution ? you might just be seeing a downrez’d syphon output, if you’re looking at the editor view…bump up your output rez to see less aliasing!
March 7, 2015 at 1:12 pm in reply to: Anamorphic Stereo , dual Syphon output with kinect head tracking … #58942Brian ChasalowParticipantmyR.AddComponent(“Syphon”);
myL.AddComponent(“Syphon”);this is bad, for one. it probably takes care of it for you, but only add 1 syphon manager to the highest depth cam plz.
if it still doesnt work, can you send me your scene?
brian@chasalow.comBrian ChasalowParticipantcool workaround
Brian ChasalowParticipantthat ain’t cool. I don’t plan on upgrading any time soon… :-p
Brian ChasalowParticipantOh- basically you’d need to render your multiple cameras to different
subsections of a rendertexture, and serve that rendertexture to Syphon.I’ve done this before because mad doubler is awful, but i don’t have a generic solution for the problem. If i were you, i’d just use a particular camera as the ‘rendered composition’ which serves to syphon, then render the other cameras to rendertextures that display as planes in your scenes.
Brian ChasalowParticipantHmm, I don’t entirely follow. Why not just add a SyphonServerTexture script to each desired camera that you want to exist as a Syphon server?
Brian ChasalowParticipantdo you have build settings / player settings / resolution & presentation / “run in background” enabled?
Brian ChasalowParticipantYou need Unity Pro- and do you see the unity syphon server showing up in any other apps?
Brian ChasalowParticipantcool. Yeah, the new package with the Advanced SyphonClientTexture examples (like the projector example script) should show you how to do something like this.
October 12, 2013 at 8:47 pm in reply to: Multiple Cameras in Unity, But only want one syphon output #34760Brian ChasalowParticipantbtw, this might just work for you: instead of syphonServerTextureInstance = Syphon.CreateServerTexture(gameObject.name);
do
syphonServerTextureInstance = Syphon.CreateServerTexture(“one server plz”);in SyphonServerTexture.cs’s Start()
although then you might end up with 3x servers all named the same- depending on how you’re handling your syphon server script.
- This reply was modified 7 years, 5 months ago by Brian Chasalow.
October 12, 2013 at 8:45 pm in reply to: Multiple Cameras in Unity, But only want one syphon output #34759Brian ChasalowParticipantI’m sure this is possible, but you might have to hack at the syphonservertexture script a bit to get it to do what you want, depending on how you’re doing what you’re doing.
send me a simplified version of your project to brian@chasalow.com and I’ll see if i can hack something together for you.
Brian ChasalowParticipantYes, this has been implemented for ages.
Brian ChasalowParticipantby the time the VDMX blog had posted Alejandro’s video, that version of Syphon for Unity was already outdated- now it should be much easier to add a Syphon client. Just change the appName/name on the script itself, and hit play. The client should show up. Expect an updated video demonstrating this soon-ish.
Brian ChasalowParticipantYou need Unity Pro. Syphon does not work with Unity Free, because Unity Free does not enable plugin support. You can use the 30 day free trial version of Unity Pro to test out its Syphon support, however. If you still have issues after being sure you are running Unity Pro, let me know.
Brian ChasalowParticipantthat would also work, i think? the idea is to have clients not lose the connection when a context changes and the server has to be rebuilt.
Brian ChasalowParticipantI think that’d be a useful feature, actually… the Unity implementation would like that.
Brian ChasalowParticipant“File/Build Settings/Player Settings/Resolution & Presentation/Run in Background” should do it for you
Brian ChasalowParticipantIt totally works. I just tried it, it’s super easy.
1) GameObject/Create Other/GUITexture
2) add a syphon client texture script to that object (or create a new script that derives from SyphonClientTexture)
3) modify SyphonClientTexture’s ApplyTexture() method (or override it) so that instead of
renderer.sharedMaterial.mainTexture = clientObject.AttachedTexture;
renderer.sharedMaterial.mainTexture.wrapMode = TextureWrapMode.Repeat;you do:
guiTexture.texture = clientObject.AttachedTexture;
boom, syphon client texture on a gui.
Brian ChasalowParticipantThis is dumb, and will get improved soon enough- but you need to click on the server in the dropdown on the Syphon script on the main camera, and click ‘add client’ before that will work.
Sorry in advance at the annoyance. 😀
Brian ChasalowParticipantfelixturner: agreed. A bit weird is putting it mildly. It’s kind of bullshit, honestly. The best thing we can hope to do is make free versions of similar featureset apps that outperform other peoples’ cash grab efforts. The whole reason Syphon is free is because _it has to be_ for it to catch on. So when I see things like sigmasix’s app, I’m a bit disappointed because it is fragmenting the free/sharing/open ecosystem. How much money do you think he’s really making off it? Probably a couple hundred bucks, max. Is that worth it for a niche product/app? Especially when, in response to your comment about its framerates, an open source version of it would be able to be vetted by the community and improved upon.
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