I can't even find this setting within the devices default camera app. In Unity I have an app which I am just using the WebCamTexture and displaying it on a quad. The back camera is fine. Full color but when I set it to front facing camera it is black and white like it is stuck in some sort of IR night vision mode.
Unity Version 2018.3.7 Device: Pixel 4 XL (doesn't work right) Pixel 2 XL (works correctly with color image)
Is there anything out there for unity that can fix this?
I have tried everything within the unity documentation but there is no settings for this.
IEnumerator initAndWaitForWebCamTexture(){
isInitWaiting = true;
devices = WebCamTexture.devices;
webCams = new WebCamTexture[devices.Length];
textures = new Texture[devices.Length];
for (int i = 0; i < devices.Length; i++)
{
webCams[i] = new WebCamTexture();
webCams[i] = new WebCamTexture(devices[i].name, Mathf.RoundToInt(requestResolution.x), Mathf.RoundToInt(requestResolution.y), 30);
textures[i] = webCams[i];
textures[i].wrapMode = TextureWrapMode.Repeat;
if (useFrontCam)
{
if (devices[i].isFrontFacing)
{
TargetCamID = i;
}
}
else
{
if (!devices[i].isFrontFacing)
{
TargetCamID = i;
}
}
}
if (TargetCamID > devices.Length - 1) TargetCamID = devices.Length - 1;
texture = webCams[TargetCamID];
webCams[TargetCamID].requestedFPS = 30;
webCams[TargetCamID].Play();
for (int i = 0; i < materials.Length; i++)
{
materials[i].mainTexture = textures[TargetCamID];
}
if (BackgroundQuad != null) BackgroundQuad.GetComponent<Renderer>().material.mainTexture = textures[TargetCamID];
foreach (GameObject obj in targetMeshObjects)
{
obj.GetComponent<Renderer>().material.mainTexture = textures[TargetCamID];
}
if (textures.Length > 0)
{
webCamTexture = webCams[TargetCamID];
int initFrameCount = 0;
bool isTimeout = false;
while (webCamTexture.width <= 16)
{
if (initFrameCount > timeoutFrameCount)
{
isTimeout = true;
break;
}
else
{
initFrameCount++;
}
yield return new WaitForEndOfFrame();
}
textureResolution = new Vector2(webCamTexture.width, webCamTexture.height);
isFlipped = webCamTexture.videoVerticallyMirrored;
isInitWaiting = false;
}
yield return null;
}
Pixel 2 using the same code shows the camera correctly. So this has something to do with the Pixel 4's cameras but no one seems to have ran into this yet.