Brian Chasalow

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Viewing 4 posts - 81 through 84 (of 84 total)
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  • in reply to: Unity issues #4503
    Brian Chasalow
    Participant

    glad it worked for you- keep me posted with how it goes!
    Brian

    in reply to: Unity issues #4500
    Brian Chasalow
    Participant

    Here is an updated script to solve that issue:


    using UnityEngine;
    using System.Collections;

    public class makeSyphonClientWork : MonoBehaviour {
    //ridiculously dumb fix courtesy of brian [at] chasalow [dot] c o m
    //attach this script to the main camera.
    //then attach your SyphonClientBridge to whatever objects (plane, etc) you want to receive the texture on.
    public string infos = "attachToMainCameraPlz!";
    void Start () {
    }

    static Material lineMaterial;
    static void CreateLineMaterial() {
    if( !lineMaterial ) {
    lineMaterial = new Material( "Shader "Lines/Colored Blended" {" +
    "SubShader { Pass { " +
    " Blend SrcAlpha OneMinusSrcAlpha " +
    " ZWrite Off Cull Off Fog { Mode Off } " +
    " BindChannels {" +
    " Bind "vertex", vertex Bind "color", color }" +
    "} } }" );
    lineMaterial.hideFlags = HideFlags.HideAndDontSave;
    lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
    }
    }

    void OnPostRender() {
    CreateLineMaterial();
    lineMaterial.SetPass( 0 );
    }

    void OnRenderObject() {
    CreateLineMaterial();
    lineMaterial.SetPass( 0 );

    }

    }

    in reply to: Unity issues #4499
    Brian Chasalow
    Participant

    nah its something else. VBL sync is more uniform than the glitchiness I’m seeing.

    in reply to: Unity issues #4497
    Brian Chasalow
    Participant

    Hey there- Brian here. There are definitely still some remaining issues we hope to get ironed out soon. That last script, if you simply attach it to a camera, is a hack that should make builds work on the Unity syphon client side.

    <EDIT: FIXED>However, there are issues where if you say, rotate an object real fast, you might get some texture tearing while Syphon does its thing. As Anton mentioned we’re trying to reach out to Unity to get that sort of issue solved.</EDIT>

    On the unity syphon server side, some remaining issues are focused around alpha channels, due to Unity’s various rendering stages and sometimes Unity not writing the proper alpha channel into the texture. On the Server side, either use a skybox and/or keep your scene’s background color cranked up high regarding the alpha channel value, and in your own Client side, if you can ignore the alpha channel, things tend to work better.
    As another temporary workaround, if you never use transparent/particle shaders, It should ‘just work’, for now.

Viewing 4 posts - 81 through 84 (of 84 total)