Unity - 将 Unity 更新到 2021.1.18f1 后,EasyAR 3.1.0 网络摄像头黑屏
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【中文标题】Unity - 将 Unity 更新到 2021.1.18f1 后,EasyAR 3.1.0 网络摄像头黑屏【英文标题】:Unity - EasyAR 3.1.0 webcam black screen since updating Unity to 2021.1.18f1 【发布时间】:2021-10-29 01:49:55 【问题描述】:EasyAR 3.1.0 在旧版本的 Unity 中正常工作。网络摄像头按预期加载,但由于我已更新到 Unity 2021.1.18f1,因此网络摄像头仅显示黑屏。我使用此处提供的示例对其进行了测试:https://www.easyar.com/view/downloadHistory.html,结果相同:网络摄像头纹理保持黑色。 为了确保我的网络摄像头没有问题,我在这里尝试了这个示例:https://community.theta360.guide/t/simplest-webcam-test-in-unity/516/3 并且能够正确加载网络摄像头纹理。
我还尝试使用另一个带有 EasyAR 的网络摄像头,但 EasyAR 网络摄像头的纹理仍然是黑色的。
我不知道问题是什么,因为它之前没有任何问题。在加载网络摄像头方面,Unity 2020.2 和 2021.1 之间有什么变化吗?
这里是 CameraImageRenderer.cs 脚本:
//================================================================================================================================
//
// Copyright (c) 2015-2019 VisionStar Information Technology (Shanghai) Co., Ltd. All Rights Reserved.
// EasyAR is the registered trademark or trademark of VisionStar Information Technology (Shanghai) Co., Ltd in China
// and other countries for the augmented reality technology developed by VisionStar Information Technology (Shanghai) Co., Ltd.
//
//================================================================================================================================
using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace easyar
[RequireComponent(typeof(RenderCameraController))]
public class CameraImageRenderer : MonoBehaviour
private RenderCameraController controller;
private CommandBuffer commandBuffer;
private CameraImageMaterial arMaterial;
private Material material;
private CameraParameters cameraParameters;
private bool renderImageHFlip;
private UserRequest request;
public event Action<Material, Vector2> OnFrameRenderUpdate;
private event Action<Camera, RenderTexture> TargetTextureChange;
protected virtual void Awake()
controller = GetComponent<RenderCameraController>();
arMaterial = new CameraImageMaterial();
protected virtual void OnEnable()
UpdateCommandBuffer(controller ? controller.TargetCamera : null, material);
protected virtual void OnDisable()
RemoveCommandBuffer(controller ? controller.TargetCamera : null);
protected virtual void OnDestroy()
arMaterial.Dispose();
if (request != null) request.Dispose();
if (cameraParameters != null) cameraParameters.Dispose();
public void RequestTargetTexture(Action<Camera, RenderTexture> targetTextureEventHandler)
if (request == null)
request = new UserRequest();
TargetTextureChange += targetTextureEventHandler;
RenderTexture texture;
request.UpdateTexture(controller ? controller.TargetCamera : null, material, out texture);
if (TargetTextureChange != null && texture)
TargetTextureChange(controller.TargetCamera, texture);
public void DropTargetTexture(Action<Camera, RenderTexture> targetTextureEventHandler)
if (controller)
targetTextureEventHandler(controller.TargetCamera, null);
TargetTextureChange -= targetTextureEventHandler;
if (TargetTextureChange == null && request != null)
request.RemoveCommandBuffer(controller ? controller.TargetCamera : null);
request.Dispose();
request = null;
public void OnAssemble(ARSession session)
session.FrameChange += OnFrameChange;
session.FrameUpdate += OnFrameUpdate;
public void SetHFilp(bool hFlip)
renderImageHFlip = hFlip;
private void OnFrameChange(OutputFrame outputFrame, Matrix4x4 displayCompensation)
if (outputFrame == null)
material = null;
UpdateCommandBuffer(controller ? controller.TargetCamera : null, material);
if (request != null)
request.UpdateCommandBuffer(controller ? controller.TargetCamera : null, material);
RenderTexture texture;
if (TargetTextureChange != null && request.UpdateTexture(controller.TargetCamera, material, out texture))
TargetTextureChange(controller.TargetCamera, texture);
return;
if (!enabled && request == null && OnFrameRenderUpdate == null)
return;
using (var frame = outputFrame.inputFrame())
using (var image = frame.image())
var materialUpdated = arMaterial.UpdateByImage(image);
if (material != materialUpdated)
material = materialUpdated;
UpdateCommandBuffer(controller ? controller.TargetCamera : null, material);
if (request != null) request.UpdateCommandBuffer(controller ? controller.TargetCamera : null, material);
if (cameraParameters != null)
cameraParameters.Dispose();
cameraParameters = frame.cameraParameters();
private void OnFrameUpdate(OutputFrame outputFrame)
if (!controller || (!enabled && request == null && OnFrameRenderUpdate == null))
return;
if (request != null)
RenderTexture texture;
if (TargetTextureChange != null && request.UpdateTexture(controller.TargetCamera, material, out texture))
TargetTextureChange(controller.TargetCamera, texture);
if (!material)
return;
bool cameraFront = cameraParameters.cameraDeviceType() == CameraDeviceType.Front ? true : false;
var imageProjection = cameraParameters.imageProjection(controller.TargetCamera.aspect, EasyARController.Instance.Display.Rotation, false, cameraFront? !renderImageHFlip : renderImageHFlip).ToUnityMatrix();
if (renderImageHFlip)
var translateMatrix = Matrix4x4.identity;
translateMatrix.m00 = -1;
imageProjection = translateMatrix * imageProjection;
material.SetMatrix("_TextureRotation", imageProjection);
if (OnFrameRenderUpdate != null)
OnFrameRenderUpdate(material, new Vector2(Screen.width * controller.TargetCamera.rect.width, Screen.height * controller.TargetCamera.rect.height));
private void UpdateCommandBuffer(Camera cam, Material material)
RemoveCommandBuffer(cam);
if (!cam || !material)
return;
if (enabled)
commandBuffer = new CommandBuffer();
commandBuffer.Blit(null, BuiltinRenderTextureType.CameraTarget, material);
cam.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, commandBuffer);
private void RemoveCommandBuffer(Camera cam)
if (commandBuffer != null)
if (cam)
cam.RemoveCommandBuffer(CameraEvent.BeforeForwardOpaque, commandBuffer);
commandBuffer.Dispose();
commandBuffer = null;
private class UserRequest : IDisposable
private RenderTexture texture;
private CommandBuffer commandBuffer;
~UserRequest()
if (commandBuffer != null) commandBuffer.Dispose();
if (texture) Destroy(texture);
public void Dispose()
if (commandBuffer != null) commandBuffer.Dispose();
if (texture) Destroy(texture);
GC.SuppressFinalize(this);
public bool UpdateTexture(Camera cam, Material material, out RenderTexture tex)
tex = texture;
if (!cam || !material)
if (texture)
Destroy(texture);
tex = texture = null;
return true;
return false;
int w = (int)(Screen.width * cam.rect.width);
int h = (int)(Screen.height * cam.rect.height);
if (texture && (texture.width != w || texture.height != h))
Destroy(texture);
if (texture)
return false;
else
texture = new RenderTexture(w, h, 0);
UpdateCommandBuffer(cam, material);
tex = texture;
return true;
public void UpdateCommandBuffer(Camera cam, Material material)
RemoveCommandBuffer(cam);
if (!cam || !material)
return;
if (texture)
commandBuffer = new CommandBuffer();
commandBuffer.Blit(null, texture, material);
cam.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, commandBuffer);
public void RemoveCommandBuffer(Camera cam)
if (commandBuffer != null)
if (cam)
cam.RemoveCommandBuffer(CameraEvent.BeforeForwardOpaque, commandBuffer);
commandBuffer.Dispose();
commandBuffer = null;
这是 VideoCameraDevice.cs 脚本:
//================================================================================================================================
//
// Copyright (c) 2015-2019 VisionStar Information Technology (Shanghai) Co., Ltd. All Rights Reserved.
// EasyAR is the registered trademark or trademark of VisionStar Information Technology (Shanghai) Co., Ltd in China
// and other countries for the augmented reality technology developed by VisionStar Information Technology (Shanghai) Co., Ltd.
//
//================================================================================================================================
using System;
using UnityEngine;
namespace easyar
public class VideoCameraDevice : CameraSource
/// <summary>
/// EasyAR Sense API. Accessible between DeviceCreated and DeviceClosed event if available.
/// </summary>
public CameraDevice Device get; private set;
public CameraDeviceFocusMode FocusMode = CameraDeviceFocusMode.Continousauto;
public Vector2 CameraSize = new Vector2(1280, 960);
public CameraDeviceOpenMethod CameraOpenMethod = CameraDeviceOpenMethod.DeviceType;
[HideInInspector, SerializeField]
public CameraDeviceType CameraType = CameraDeviceType.Back;
[HideInInspector, SerializeField]
public int CameraIndex = 0;
[HideInInspector, SerializeField]
private CameraDevicePreference cameraPreference = CameraDevicePreference.PreferObjectSensing;
private CameraParameters parameters = null;
private bool willOpen;
public event Action DeviceCreated;
public event Action DeviceOpened;
public event Action DeviceClosed;
public enum CameraDeviceOpenMethod
DeviceType,
DeviceIndex,
public override int BufferCapacity
get
if (Device != null)
return Device.bufferCapacity();
return bufferCapacity;
set
bufferCapacity = value;
if (Device != null)
Device.setBufferCapacity(value);
public override bool HasSpatialInformation
get return false;
public CameraDevicePreference CameraPreference
get return cameraPreference;
// Switch to prefered FocusMode when switch CameraPreference.
// You can set other FocusMode after this, but the tracking results may differ.
set
cameraPreference = value;
switch (cameraPreference)
case CameraDevicePreference.PreferObjectSensing:
FocusMode = CameraDeviceFocusMode.Continousauto;
break;
case CameraDevicePreference.PreferSurfaceTracking:
FocusMode = CameraDeviceFocusMode.Medium;
break;
default:
break;
public CameraParameters Parameters
get
if (Device != null)
return Device.cameraParameters();
return parameters;
set
parameters = value;
protected override void OnEnable()
base.OnEnable();
if (Device != null)
Device.start();
protected override void Start()
if (!CameraDevice.isAvailable())
throw new UIPopupException(typeof(CameraDevice) + " not available");
base.Start();
protected override void OnDisable()
base.OnDisable();
if (Device != null)
Device.stop();
public override void Open()
willOpen = true;
CameraDevice.requestPermissions(EasyARController.Scheduler, (Action<PermissionStatus, string>)((status, msg) =>
if (!willOpen)
return;
if (status != PermissionStatus.Granted)
throw new UIPopupException("Camera permission not granted");
Close();
Device = CameraDeviceSelector.createCameraDevice(CameraPreference);
if (DeviceCreated != null)
DeviceCreated();
bool openResult = false;
switch (CameraOpenMethod)
case CameraDeviceOpenMethod.DeviceType:
openResult = Device.openWithPreferredType(CameraType);
break;
case CameraDeviceOpenMethod.DeviceIndex:
openResult = Device.openWithIndex(CameraIndex);
break;
default:
break;
if (!openResult)
Debug.LogError("Camera open failed");
Device.Dispose();
Device = null;
return;
Device.setFocusMode(FocusMode);
Device.setSize(new Vec2I((int)CameraSize.x, (int)CameraSize.y));
if (parameters != null)
Device.setCameraParameters(parameters);
if (bufferCapacity != 0)
Device.setBufferCapacity(bufferCapacity);
if (sink != null)
Device.inputFrameSource().connect(sink);
if (DeviceOpened != null)
DeviceOpened();
if (enabled)
OnEnable();
));
public override void Close()
willOpen = false;
if (Device != null)
OnDisable();
Device.close();
Device.Dispose();
if (DeviceClosed != null)
DeviceClosed();
Device = null;
public override void Connect(InputFrameSink val)
base.Connect(val);
if (Device != null)
Device.inputFrameSource().connect(val);
这里是 RenderCameraController.cs 脚本:
//================================================================================================================================
//
// Copyright (c) 2015-2019 VisionStar Information Technology (Shanghai) Co., Ltd. All Rights Reserved.
// EasyAR is the registered trademark or trademark of VisionStar Information Technology (Shanghai) Co., Ltd in China
// and other countries for the augmented reality technology developed by VisionStar Information Technology (Shanghai) Co., Ltd.
//
//================================================================================================================================
using UnityEngine;
namespace easyar
public class RenderCameraController : MonoBehaviour
public Camera TargetCamera;
public RenderCameraParameters ExternalParameters;
private CameraImageRenderer cameraRenderer;
private Matrix4x4 currentDisplayCompensation = Matrix4x4.identity;
private CameraParameters cameraParameters;
private bool projectHFilp;
private ARSession arSession;
protected virtual void OnEnable()
if (arSession)
arSession.FrameChange += OnFrameChange;
arSession.FrameUpdate += OnFrameUpdate;
protected virtual void OnDisable()
if (arSession)
arSession.FrameChange -= OnFrameChange;
arSession.FrameUpdate -= OnFrameUpdate;
protected virtual void OnDestroy()
if (cameraParameters != null)
cameraParameters.Dispose();
if (ExternalParameters)
ExternalParameters.Dispose();
internal void OnAssemble(ARSession session)
arSession = session;
if (!TargetCamera)
TargetCamera = session.Assembly.Camera;
if (enabled)
arSession.FrameChange += OnFrameChange;
arSession.FrameUpdate += OnFrameUpdate;
cameraRenderer = GetComponent<CameraImageRenderer>();
if (cameraRenderer)
cameraRenderer.OnAssemble(session);
internal void SetProjectHFlip(bool hFlip)
projectHFilp = hFlip;
internal void SetRenderImageHFilp(bool hFlip)
if (cameraRenderer)
cameraRenderer.SetHFilp(hFlip);
private void OnFrameChange(OutputFrame outputFrame, Matrix4x4 displayCompensation)
if (outputFrame == null)
return;
currentDisplayCompensation = displayCompensation.inverse;
using (var frame = outputFrame.inputFrame())
if (cameraParameters != null)
cameraParameters.Dispose();
cameraParameters = frame.cameraParameters();
if (ExternalParameters)
ExternalParameters.Build(cameraParameters);
private void OnFrameUpdate(OutputFrame outputFrame)
var camParameters = ExternalParameters ? ExternalParameters.Parameters : cameraParameters;
var projection = camParameters.projection(TargetCamera.nearClipPlane, TargetCamera.farClipPlane, TargetCamera.aspect, EasyARController.Instance.Display.Rotation, false, false).ToUnityMatrix();
if (ExternalParameters)
projection *= ExternalParameters.Transform;
projection *= currentDisplayCompensation;
if (projectHFilp)
var translateMatrix = Matrix4x4.identity;
translateMatrix.m00 = -1;
projection = translateMatrix * projection;
TargetCamera.projectionMatrix = projection;
GL.invertCulling = projectHFilp;
我对如何解决这个问题感到绝望。
【问题讨论】:
我面临同样的问题。有没有人建议? 欢迎来到 Stack Overflow。您应该始终包含语言标记,在本例中为 C# 标记。 【参考方案1】:所以如果有人遇到同样的问题:
要解决黑屏只需打开“CameraImageRenderer.cs”,转到第 180 行并替换该行
commandBuffer.Blit(null, BuiltinRenderTextureType.CameraTarget, material);
和
commandBuffer.Blit(material.HasProperty("_MainTex") ? material.GetTexture("_MainTex") : null, BuiltinRenderTextureType.CameraTarget, material);
此问题已在 EasyAR 4.1 的最新更新中得到解决。我在这里找到了解决方案:https://www.easyar.cn/view/questionDetails.html#163
【讨论】:
非常感谢!这就是解决方案!以上是关于Unity - 将 Unity 更新到 2021.1.18f1 后,EasyAR 3.1.0 网络摄像头黑屏的主要内容,如果未能解决你的问题,请参考以下文章