CameraCapture
CameraCapture represents an image rendered by a Camera
to be used elsewhere in the game, for example in UI. Each camera capture instance uses a certain amount of the memory based on the resolution size. Creators are free to create whatever combination (mixed resolutions) of camera captures needed up until the budget is fully consumed. Creators may wish to explicitly release existing capture instances when they are no longer needed, so that they can create more elsewhere. A released capture is no longer valid, and should not be used thereafter.
The total budget is 8 megapixels (8,388,608 pixels).
Below lists the total number of captures that can be done per resolution. Creators can mix the resolution size as long as the total budget is not above the limit of 8 megapixels.
- 2048 maximum captures at
VERY_SMALL
resolution size. - 512 maximum captures at
SMALL
resolution size. - 128 maximum captures at
MEDIUM
resolution size. - 32 maximum captures at
LARGE
resolution size. - 8 maximum captures at
VERY_LARGE
resolution size.
Properties
Property Name | Return Type | Description | Tags |
---|---|---|---|
resolution | CameraCaptureResolution | The resolution of this capture. | Read-Only |
camera | Camera | The Camera to capture from. | Read-Write |
Functions
Function Name | Return Type | Description | Tags |
---|---|---|---|
IsValid() | boolean | Returns true if this capture instance has valid resources. | None |
Refresh() | None | Recaptures the render using the current camera. | None |
Release() | None | Releases the texture resources associated with this capture instance. This instance will become invalid and should no longer be used. | None |
Examples
Example using:
Refresh
This example uses the Camera's Capture()
and Refresh()
to implement a rear-view mirror that appears when the player is using a vehicle. For the UI image to look correct, it should have equal width and height, as well as Flip Horizontal
enabled.
local CAMERA = script:GetCustomProperty("Camera"):WaitForObject()
local UI_ROOT = script:GetCustomProperty("Root"):WaitForObject()
local IMAGE = script:GetCustomProperty("UIImage"):WaitForObject()
local PLAYER = Game.GetLocalPlayer()
local OFFSET_UP = 150
local OFFSET_BACK = -310
local camCapture = nil
function Capture()
if camCapture and camCapture:IsValid() then
camCapture:Refresh()
else
camCapture = CAMERA:Capture(CameraCaptureResolution.MEDIUM)
IMAGE:SetCameraCapture(camCapture)
end
end
function Tick()
if Object.IsValid(PLAYER.occupiedVehicle) then
-- Rotate the camera so it's looking back
local rot = PLAYER.occupiedVehicle:GetWorldRotation()
local q = Quaternion.New(rot)
local upVector = q:GetUpVector()
local forwardVector = q:GetForwardVector()
rot = Rotation.New(-forwardVector, upVector)
CAMERA:SetWorldRotation(rot)
-- Position the camera relative to the vehicle
local pos = PLAYER.occupiedVehicle:GetWorldPosition()
pos = pos + upVector * OFFSET_UP + forwardVector * OFFSET_BACK
CAMERA:SetWorldPosition(pos)
-- Update the image
Capture()
-- Player is in a vehicle, enable visibility of the mirror
UI_ROOT.visibility = Visibility.INHERIT
else
-- Hide the rear-view mirror, as the player is not in a vehicle
UI_ROOT.visibility = Visibility.FORCE_OFF
end
end
See also: Camera.Capture | UIImage.SetCameraCapture | Game.GetLocalPlayer | Player.occupiedVehicle | Quaternion.GetForwardVector | CoreObject.visibility
Example using:
camera
resolution
IsValid
Refresh
Release
This client script demonstrates how several in-game cameras can be displayed onto the 2D UI, one at a time, perhaps in a game with some kind of surveillance system. When a camera is selected to be displayed call the Capture()
function, passing the camera as parameter.
local UI_IMAGE = script:GetCustomProperty("UIImage"):WaitForObject()
local camCapture = nil
local function Capture(selectedCamera)
if selectedCamera then
if not camCapture or not camCapture:IsValid() then
camCapture = selectedCamera:Capture(CameraCaptureResolution.VERY_LARGE)
UI_IMAGE:SetCameraCapture(camCapture)
else
camCapture.camera = selectedCamera
camCapture:Refresh()
end
end
end
local function ReleaseCapture()
if camCapture and camCapture:IsValid() then
print("Release from memory a camera capture with resolution: " .. camCapture.resolution)
camCapture:Release()
camCapture = nil
end
end
script.destroyEvent:Connect(ReleaseCapture)
See also: Camera.Capture | UIImage.SetCameraCapture | CoreObject.GetCustomProperty | CoreObjectReference.WaitForObject