By jbsegal13
on Thu, 08/02/2018 - 18:59
I'm making a project using Vuforia that actually involves a mirror and all of my problems would be fixed if I could just mirror the camera output. I've read a lot of posts here including https://developer.vuforia.com/forum/faq/unity-how-select-camera-and-mirroring, however when I turn Mirror video background to ON, nothing changes. Am I just not understanding this feature and is there any way to just flip the camera?
Many thanks in advance!
I was wondering this for a
I was wondering this for a long time, too. I always thought that it would mirror the video background, but it just does - nothing. At least, nothing perceptible.
Did you just modify the
Did you just modify the shader that vuforia already had in there?
What about doing a Gameobject
What about doing a Gameobject.Find("BackgroundPlane") and giving it a negative x scale? Seems to work in the editor, haven't tried on device.
Or mirror whole camera? there's a few answers on this page: https://answers.unity.com/questions/20337/flipmirror-camera.html
I have observed the same ting
I have observed the same ting although, I've tried getting the transform. And I can get the transform fine, but I can't edit it at runtime.
Changing ARCamera x scale to
Changing ARCamera x scale to negative 1 in editor seemed to work for me. Not sure if it helps or not, but the camera image does appear flipped.
Thanks!! This was very
Thanks!! This was very helpful and did work... partially. While the camera was flipped I noticed that the augmented reality things were flipped as well.
What about setting a layer on
What about setting a layer on your AR model. adding an additional camera as a child of ARcamera, and cull everything but the new layer and set also to a negative scale to flip it back. Youll also need to have a setup script that matches the ARcamera FOV and such to new camera.
another thing to try is
another thing to try is rotating the background plane
void Update () { GameObject.Find("BackgroundPlane").transform.localEulerAngles= new Vector3(-90,-180,0); }
So after a bit of debugging I
So after a bit of debugging I have found that the post processing layer on the camera overrides the mirror camera. After disable post processing stack this worked better.