Esempio n. 1
0
 public void AddSyphon()
 {
             #if UNITY_EDITOR_OSX
     SyphonServer f = mainCamera.gameObject.AddComponent <SyphonServer> ();
     mainCamera.gameObject.name = serverData.GetSyphonClientName();
     //f.renderMode = Funnel.Funnel.RenderMode.PreviewOnGameView;
     f.enabled = false;
     //mainCamera.gameObject.AddComponent<Syphon> ();
     //mainCamera.gameObject.GetComponent<Syphon> ().runInEditMode = true;
     //mainCamera.gameObject.AddComponent<SyphonServerTexture> ();
             #elif UNITY_STANDALONE_OSX
     SyphonServer f = mainCamera.gameObject.AddComponent <SyphonServer> ();
     mainCamera.gameObject.name = serverData.GetSyphonClientName();
     //f.renderMode = Funnel.Funnel.RenderMode.PreviewOnGameView;
     f.enabled = false;
     //mainCamera.gameObject.AddComponent<Syphon> ();
     //mainCamera.gameObject.AddComponent<SyphonServerTexture> ();
             #endif
 }
Esempio n. 2
0
    private void Start()
    {
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
        // Spout
        // senderNameを「appName / senderName」に整形
        var appName = (Application.platform == RuntimePlatform.WindowsEditor) ? "Unity" : Application.productName;
        gameObject.name = appName + ":" + senderName;
        CheckSpoutSender();
        spoutSender = gameObject.AddComponent <SpoutSender>();
        spoutSender.alphaSupport = alphaSupport;
#endif

#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
        // Syphon
        // senderNameは、自動で「appName / senderName」になる
        gameObject.name = senderName;
        CheckSyphonSender();
        syphonSender = gameObject.AddComponent <SyphonServer>();
        syphonSender.alphaSupport = alphaSupport;
#endif
    }