disguise-one / renderstream-unity Goto Github PK
View Code? Open in Web Editor NEWRenderStream plugin for Unity
License: BSD 3-Clause "New" or "Revised" License
RenderStream plugin for Unity
License: BSD 3-Clause "New" or "Revised" License
Physical Camera properties are lost when RS duplicates channel cameras. We particularly rely on vertical lens shifting to correct perspective while maintaining alignment at corner seams for large projection mapped space.
Attn: Jos and Peter
Summary:
6-DOF object parameters were implemented in r1.26. When adding a Transform component as the 'Exposed Object' in a Remote Parameters component: even if the "Transform" field's Exposed value is set to False, the parameter is written to the JSON file and therefore exposed to d3.
Bug reduction:
Steps to reproduce:
The Unity application window still renders the view of the (main) camera that has been cloned for streaming. This is a waste of resources, so it should be disabled.
Stretch goal: blit a multi-view of all streams' camera views so the window isn't empty?
If the first call to CreateStreams returns 0 streams, there is nothing running to detect the stream configuration changing (ie. awaitFrameData returning RS_ERROR_STREAMS_CHANGED)
This can happen if the network is slow/jittery on startup and Unity loads before the the stream configuration arrives.
Unity Version: 2019.4.32f1
I get this error when compiling the Universal Render Pipeline template from unity. How can I fix this?
Shader error in 'Hidden/Shader/DisguiseColourFramePostProcess': failed to open source file: 'Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl' at line 11 (on d3d11)
Compiling Vertex program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENC
It would be nice if there was a de/select all button at the top of the Fields table within the Remote Parameters component. If you add a component that has many parameters as an Exposed Object and you only wish to expose one or a small subset, it can be annoying having to deselect all the fields you do not want.
With the plugin in the project. Whenever there is any code change that triggers a recompile, there is a 50% chance Unity will get stuck in that compiling progress bar forever.
Unity version: 2020.3.3
Plugin : r1.26 e1c3222
Build callbacks are being called when starting play mode in the editor. Prevent or handle these cases instead of allowing them to throw.
IndexOutOfRangeException: Index was outside the bounds of the array. DisguiseRenderStream.OnPostProcessScene () (at Assets/DisguiseUnityRenderStream/DisguiseCameraCapture.cs:94) System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <eae584ce26bc40229c1b1aa476bfa589>:0) UnityEditor.Build.BuildPipelineInterfaces+AttributeCallbackWrapper.OnProcessScene (UnityEngine.SceneManagement.Scene scene, UnityEditor.Build.Reporting.BuildReport report) (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.Build.BuildPipelineInterfaces+<>c__DisplayClass16_0.<OnSceneProcess>b__1 (UnityEditor.Build.IProcessSceneWithReport spp) (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List
1[T] oneInterfaces, System.Action1[T] invocationOne, System.Collections.Generic.List
1[T] twoInterfaces, System.Action1[T] invocationTwo, System.Boolean exitOnFailure) (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.Build.BuildPipelineInterfaces:OnSceneProcess(Scene, BuildReport)
Tested in Unity 2019.4.24f1, RenderStream 1.23, Designer 18.0.3.
To repro:
-Start a new Unity Project with the '3D (With Extras)' template. (this places Unity Post-process layer on the main camera.
-Build the Unity Project. Move the built project to d3's RenderStream Projects folder.
-Setup d3 with a RenderStream Layer, MR set mapped to main camera as per the README.
-Select your Unity RenderStream Asset and start the workload.
Result: Unity exe launches but the RenderStream content is fully black.
Expected: You should see the Unity 3D Scene with Extras scene content on your projection surface.
Workaround: Disable the Post-process layer component on Main Camera and rebuild, set your new Asset in d3, stop and start the workload. You will now see the scene. This implies that the Post-Process layer on Main Camera is introducing something bad into the RenderStream that d3 doesn't like.
If you expose different objects of the same type, the exposed fields will all have the same name making it difficult to know what you're keyframing. Prefix the field's name or category with the object's name so it's easier to differentiate them.
The UI allows a user to reorder and rename the exposed fields, but the UI state is ignored when generating the schema. Fix it
Can I use Dx12?
Summary:
It would be nice if we could implement the ability to assign exposed parameters to groups through the GUI. Currently all exposed parameters are placed under the 'Properties' section along with the Scene selection.
The user is able to modify the RenderStreamRemoteParameters script themselves to add custom groups but it would be nice if they could do this through the UI.
Steps to reproduce:
Reported internally (DSOF-17009) by @bbuckley94:
Currently, when you add an Exposed Object to a Remote Parameters component, all parameters for the exposed object component are added as fields. There are many types that are unsupported by d3 and RenderStream and therefore are not written to the JSON file even if they are enabled. It would be nice if we could add a whitelist of supported types so that when we add an exposed object component only those that are supported appear within the 'Fields' list.
Having less options always makes things less complicated for the end-user and avoids any potential confusion.
When setting up the exposed transform for an Object the Rotation is not compiling into the JSON file during a build.
Steps taken:
Project Link:
https://www.dropbox.com/sh/oqye4f4rwt8ixh7/AAAsW3iLYRMDIw1QxG15hfLua?dl=0
Is there a way to get the 1.31 version of this plugin?
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