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Merge pull request #100449 from tetrapod00/camera-feed-limitation

Document CameraFeed platform limitations
Rémi Verschelde 8 months ago
parent
commit
4b22e97e2a
2 changed files with 2 additions and 1 deletions
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      doc/classes/CameraFeed.xml
  2. 1 1
      doc/classes/CameraServer.xml

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doc/classes/CameraFeed.xml

@@ -6,6 +6,7 @@
 	<description>
 		A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also [CameraServer].
 		[b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.
+		[b]Note:[/b] This class is currently only implemented on Linux, macOS, and iOS. On other platforms no [CameraFeed]s will be available. To get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required.
 	</description>
 	<tutorials>
 	</tutorials>

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doc/classes/CameraServer.xml

@@ -6,7 +6,7 @@
 	<description>
 		The [CameraServer] keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone.
 		It is notably used to provide AR modules with a video feed from the camera.
-		[b]Note:[/b] This class is currently only implemented on Linux, macOS, and iOS, on other platforms no [CameraFeed]s will be available. To get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required.
+		[b]Note:[/b] This class is currently only implemented on Linux, macOS, and iOS. On other platforms no [CameraFeed]s will be available. To get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required.
 	</description>
 	<tutorials>
 	</tutorials>