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 }
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 }