Recently got a 360-camera with two lenses . I want to broadcast the image from it to Unity. Because This is a webcam, I used the WebCamTexture class to broadcast a video stream to a sphere (the camera is inside the sphere, the polygons are turned inwards at the sphere itself). But, unfortunately, I encountered such distortions: Side duplication Black worm? Sphere
The camera itself is designed for mob. devices, it can be easily connected to the phone. After downloading the application and connecting the camera, I noticed that the distortions are almost imperceptible due, probably, to processing by the application:
Arm No worm

That's the question: how to achieve this quality? Do I need any extras. Units for Unity? Should I use something else instead of a sphere, for example, built into the "Video PLayer" engine?

Thanks in advance for the answers and comments.
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Edit: Hm, I tried to put the texture on a plane, and this is what happened:
Oops
What can you do about it? We must somehow turn the webcam image from stereoscopic to monoscopic.

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    There are also many guides on the creation / deployment / rendering of 360-views in Unity on the Internet, but I can’t find anything about broadcasting a video stream. - Ivan Malyshev
  • I found one interesting guide , but for my problem they use separate programs for working with models, somehow cutting the sphere and adjusting the video camera to the image ... Is it really necessary for this small task to push the edge and go to some third-party editors? ; ( - Ivan Malyshev
  • Did you use the standard Unity scope? It is, let's say, not quite "correct". Chances are that such artifacts are precisely because of this. - RiotBr3aker 2:26 pm

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