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RenderStream - Unity Overview

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RenderStream is the proprietary Disguise protocol for controlling third-party render engines from Designer. This section covers how to set up and use Unity with RenderStream.

Unity is a third-party game engine that can be used to create 3D scenes. Unity projects can be adapted to create RenderStream output streams using Disguise’s Unity plugin. This plugin supports both camera and non-camera based mappings.

For cluster rendering, we recommend the use of render nodes from the same media server product range, e.g. all rx series machines. Mixing of machines from different product ranges is untested and unsupported.

  • There is no need to attach the Disguise RenderStream script to cameras in Unity. Cameras auto-configure on asset launch.
  • Manual mode: GameObjects from all built scenes will not appear in the Default scene. To merge scenes or dynamically load/unload them, a custom script must be used.
  • The Default scene is the first indexed scene in the Scenes In Build table in Unity’s build options.
  • Exposed parameters from all scenes will still show in Designer, even if GameObjects from all built scenes are not merged into the Default scene.
  • Selection mode: GameObjects and exposed parameters are unique to each scene. There is no shared object scene similar to the Persistent level in Unreal Engine.

When using the Unity High Definition Render Pipeline (HDRP) instead of the Universal Render Pipeline (URP):

  • Both the Windows 10 SDK and Game Development with C++ modules must be installed as part of your Visual Studio installation.
  • The Scripting Backend must be set to Mono when building the executable.
  • When launching a Unity executable for the first time, a Windows Firewall popup will appear. If the executable is not allowed through the firewall, Designer will not be able to receive RenderStream data.
  • GameObjects included as part of a Unity template may not be able to be controlled via Timecode. This is a Unity limitation rather than a Disguise issue.
  • Unity assets are built executables, so Designer will report the engine as Custom rather than Unity. Designer cannot detect the plugin version used. If an incompatible plugin combination is used, no notification will be shown.