URP cant get Pixel Perfect Camera to work

I am currently using URP to add bloom to my particlesystems. The problem im facing is that I cant pixelate the game. I have tried to implement several methods to post pixelate (via shaders and render texture) but none conserve the bloom on the particlesystem. This is the effect im after https://youtu.be/edaf2I-qwBg (using pixel perfect camera and zooming the editor window) but I cant achive this in build mode, any help on how I should pixelate the game so you can still see the character?

This is without 4x zoom: Without zoom

This is my current settings: Settings

Prevent sprite from rotating with camera

I am creating a small 2d game and looking for a way, to prevent certain sprites from rotating with the camera.

I could not find any settings that would allow me to do so, so my next best guess would be, to do that in a vertex shader. Since my knowledge on shaders and math is quite limited, I could not figure out a way to accomplish that, either by rotating it back after all default transformations are done or setting the skip_vertex_transform flag and transform the vertex without rotating it.

Another option would be, to manually set the angles for each object individually, but I feel like that would not be the cleanest option, since there can be quite a few sprites on the screen that would need frequent “counter rotating”.

Chinese CCTV IP Camera Access

I’m not sure this community is the right place to asking about CCTV credentials or no. So here my problem, recently I bought Chinese Wifi Camera CCTV without any brand. Seriously, I have been researching my issues here on the internet but no one seems promising. The CCTV can be accessed by an application on Android called icsee so you can view your CCTV in realtime. But the problem is I can’t every time turning on my Android phone just for looking realtime surveillance. So I need a better way to access the CCTV itself directly. So I think the best options directly access through a browser with their CCTV IP Address.

So I check the IP that registered on my router and get the IP, type on browser and viola I get login.htm. I have tried every combination password and username but I it’s a silly try and error. You know too many combinations out there and how if the password using some unique Chinese language 🙂 I have try

username / password :

  1. admin admin
  2. admin 111111
  3. admin 123456
  4. root 111111
  5. root 123456
  6. and so on.

by the way, my camera model is r80x20-pq. Having searching any documentation and user manual on internet and not found any information about this camera. This is likely my camera on youtube.

So I get this article on the internet that mentioned every Chinese CCTV based on Hisilicon SoC Solution. I have a check on that website and nothing promising.

So I need your advice, I just wanted to access my CCTV over the PC/Laptop (Windows OS). If there were any software that needed to install on Windows I think it’s okay. Let me know your thought.

Rigidbody appears to jitter when placed as a sibling to a First Person camera

In my game, the Player can pick up an object (which gets parented to the first-person camera), or the player can push an object (which is parented to the player, but not their first-person camera). Both mechanics use very similar implementations in regards to moving the objects, yet I get a pretty severe amount of ‘perceived’ jitter from Pushing — the object, as far as I can tell, isn’t actually jittering.

(Side note – wasn’t sure where to upload footage so I used mega which can be used merely to view the footage)

Footage of the push, with visible jitter

Footage of the lift for comparison

Footage of the push but parented to the first-person camera

Footage of push frame-by-frame from the side at 0.50 timescale

Footage of the lift frame-by-frame from the side at 0.50 timescale

The object is moved in FixedUpdate and the camera is moved in LateUpdate. You can see pretty clearly that in the side view, the camera moves after the object. Since the object is parented to the camera on Lift, it moves with it and no change is perceived. However on Push it doesn’t move and thus appears to jitter.

I’m not sure how to fix this. I have tried enabling interpolation on the rigidbody, the jitter occurs even if gravity is disabled and the object is lifted off the ground (e.g., not caused by collision with the floor), and I have tried the following code in LateUpdate to sort of nudge it forwards –

protected void CheckCameraPosition() {     if (m_LastCameraPosition == Vector3.zero)         return;      Vector3 newPosition = m_FPCamera.Transform.position;     if (newPosition == m_LastCameraPosition)         return;      Vector3 newOffset = newPosition - m_LastCameraPosition;     newOffset.y = 0f;     Transform.position += newOffset; } 

But the object still jitters and were I to seriously consider the above code I’d be worried about race conditions since the camera movement is executed in LateUpdate as well.

How to cache the main camera as a global variable?

I want to create a utility class that will, among other things, return a cached reference to the main camera. Is the below code correct? My concern is that I’m doing it wrong and that FindGameObjectWithTag is being called each and every time the getter is referenced.

using UnityEngine;  public static class Utils {     public static Camera MainCamera { get; } = Camera.main;  } 

Using a rotation matrix to transform/shift a pinhole camera

I have a pinhole camera model with the following extrinsic (in Earth Centered, Earth Fixed Coordinate, (ECEF) system) and intrinsic parameters.

focal length (x,y) = 55000 px, optical center = (2400,540)

camera center (x,y,z), (ground coordinates) = -2322996.2171387854 -3875494.0767072071 5183320.6008059494 (ECEF)

Rotation matrix (3×3, camera to ground frame) = [[0.88982706839551795,-0.45517069374030594 ,0.032053516353234932], [-0.44472722029994571, -0.84940151315102252, 0.28413864394171567], [-0.10210527838913171, -0.26708932778514777, -0.95824725572701552]]

I need to shift the camera so that it points to the correct position on the ground based on a ECEF transformation matrix (4 X 4), which looks like this:

[[0.99999922456661872, 0.00043965959331068635, -0.0011651461883787318, 7033.5303197340108], [-0.00044011741039666426, 0.99999982604190574, -0.00039269946235032278 ,814.02427618065849], [0.0011649733316053631, 0.00039321195895935108, 0.99999924411047925 ,4139.9400998316705], [0, 0, 0, 1]]

The 3 x 3 matrix portion formed by the first three rows and columns are the rotation component, the first three values in the last column is the translation component. My general understanding is that I need to add the translation component to the camera center coordinates, while multiply the camera to ground rotation matrix with the rotation component. Is this sufficient, or would I need to do something extra ?

Unity 2019.2.5: Convert Mouse Rotate/Pan/Zoom camera to touch

I have a Unity C# script that uses the mouse to rotate/pan/zoom a camera around a scene with a main focal point (PC Build). It works very well for me, but I need to convert it for a kiosk touch screen (windows Surface Pro) and have had no luck modifying the script or finding answers. Would some kind soul please save me from this hell!

My current working mouse script is below.

Any assistance is GREATLY appreciated!

using System.Collections; using System.Collections.Generic;   public class MouseOrbit : MonoBehaviour {     public Transform target;     public float maxOffsetDistance = 2000f;     public float orbitSpeed = 15f;     public float panSpeed = .5f;     public float zoomSpeed = 10f;     private Vector3 targetOffset = Vector3.zero;     private Vector3 targetPosition;       // Use this for initialization     void Start() {         if (target != null) transform.LookAt(target);     }        void Update() {         targetPosition = target.position + targetOffset;           if (target != null) {             targetPosition = target.position + targetOffset;              // Left Mouse to Orbit             if (Input.GetMouseButton(0)) {                 transform.RotateAround(targetPosition, Vector3.up, Input.GetAxis("Mouse X") * orbitSpeed);                 float pitchAngle = Vector3.Angle(Vector3.up, transform.forward);                 float pitchDelta = -Input.GetAxis("Mouse Y") * orbitSpeed;                 float newAngle = Mathf.Clamp(pitchAngle + pitchDelta, 0f, 180f);                 pitchDelta = newAngle - pitchAngle;                 transform.RotateAround(targetPosition, transform.right, pitchDelta);             }             // Right Mouse To Pan             if (Input.GetMouseButton(1)) {                 Vector3 offset = transform.right * -Input.GetAxis("Mouse X") * panSpeed + transform.up * -Input.GetAxis("Mouse Y") * panSpeed;                 Vector3 newTargetOffset = Vector3.ClampMagnitude(targetOffset + offset, maxOffsetDistance);                 transform.position += newTargetOffset - targetOffset;                 targetOffset = newTargetOffset;             }               // Scroll to Zoom             transform.position += transform.forward * Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;          }     } }// CLASS ``` 

Customize default Prompt options (camera to share) when I trigger camera in Firefox with code development

I am having 2 cameras in my PC. When I try to trigger camera in firefox it always opens a permission prompt box with a webcam options. But I don’t want to show the camera options in the prompt box. So Is there any customizable thingy to customize the Prompt box for firefox by updated any javascript changes (I am a developer. So want to fix it by code updation itself for my web application) Anyone please help me resolve this problem ?