//<summary> ///Terminate face tracker and camera. ///</summary> public static void ULS_UnityTrackerTerminate() { ULS_UnityTrackerRelease(); Dispatch.Clear(); Dispatch = null; _PreviewTexture = null; WaitForFirstFrame = true; }
//<summary> ///Initialize face tracker and camera. ///</summary> public static int ULS_UnityTrackerInit() { if (Dispatch == null) { Dispatch = new GameObject("CameraDispatch").AddComponent <CameraDispatch> (); } ULS_UnityRegisterCallbacks(Render, Update); int ret = ULS_UnityTrackerInitWithKey("ulsee_for_unity"); return(ret); }
//<summary> ///Initialize face tracker and camera. ///</summary> public static int ULS_UnityTrackerInit() { #if UNITY_EDITOR string path = Application.dataPath + "/ULSFaceTracker/Plugins/model"; #elif UNITY_STANDALONE_OSX string path = Application.dataPath + "/Plugins/" + dll + ".bundle/Contents/Resources/model"; #else //WINDOWS string path = Application.dataPath + "/Plugins/model"; #endif ULS_UnityRegisterCallbacks(Render, Update); if (Dispatch == null) { Dispatch = new GameObject("CameraDispatch").AddComponent <CameraDispatch> (); } int ret = ULS_UnityTrackerInit(path, "ulsee_for_unity", Application.temporaryCachePath); ULS_UnitySetSmoothing(true); return(ret); }
//<summary> ///Initialize face tracker and camera. ///</summary> public static int ULS_UnityTrackerInit() { if (Dispatch == null) { Dispatch = new GameObject("CameraDispatch").AddComponent <CameraDispatch> (); Dispatch.SetApplicationFocus = (ULS_UnityPauseCamera); } Dispatch.Clear(); // change default camera setting //A.Call<bool> ("SetupCamera", 1280, 720, 30, true); _PreviewTexture = null; WaitForFirstFrame = true; RegisterCallbacks(Render, Update); tracker_init = A.Call <int> ("initialize", "ulsee_for_unity"); A.Call("PlayPreview"); return(tracker_init); }