-
Note: Visit the Chroma Animation Guide to find the latest supported plugin for Chroma RGB.
-
Note: This version of the Unity plugin is deprecated.
-
Note: Go to Unity_SampleApp for the latest Unity plugin.
Table of Contents
- See also
- Quick Start
- Frameworks supported
- Prerequisites
- Dependencies
- Packaging
- Getting Started
- Tutorials
- Assets
- API
- Examples
Docs:
- Chroma Animation Guide - Visual examples of the Chroma Animation API methods
Plugins:
- CChromaEditor - C++ native MFC library for playing and editing Chroma animations
-
Install Synapse
-
Make sure the Chroma Connect module is installed.
-
If you don't have Chroma hardware, you can see Chroma effects with the Chroma Emulator
-
This project is the Unity capture tool for authoring Chroma animations.
-
This repo also has the docs on the Unity Chroma API
-
Head over to the Unity Sample App to see the sample code with animations that correspond to the Chroma Animation Guide
- Unity 3.5.7 or later
- Windows Editor / Windows Standalone
- Install Synapse
- Synapse will install the Chroma SDK when a Chroma enabled device is connected
- Install Microsoft Visual C++ Redistributable for Visual Studio 2017
- CChromaEditor - C++ Native MFC Library for playing and editing Chroma animations
Import UnityNativeChromaSDK.unitypackage into your project.
1 Install Synapse
2 (Optional) Install the Emulator
3 Connect Razer Chroma hardware
4 Install Unity3d
5 Open Unity and start with an existing project or open a new project
6 Backup your project in source control!
7 Import UnityNativeChromaSDK.unitypackage into your project.
Import Unity Package
8 Create Chroma
animations from the Assets/ChromaSDK/Create Chroma Animation
menu item. This will open a file save dialog and create a chroma animation file when saved.
9 Edit Chroma
animations by selecting a Chroma
animation in the Object Hierarchy
and select the Assets/ChromaSDK/Edit Chroma Animation
menu item.
10 Also edit Chroma
animations by selecting a .chroma
file in the Object Hierarchy
, right-click, and select the ChromaSDK/Edit Chroma Animation
context item.
Convert Video to Chroma Animation
-
Step 1: Capture video with a tool like
Camtasia
and export the video as a GIF image sequence. -
Step 2: Convert the GIF to a PNG image sequence. I use the online tool onlineconverter.com to convert the GIF to an image sequence.
-
Step 3: Use the
Chroma Material Window
to play the image sequence on a material. -
Step 4: Capture the material on a plane with the Unity Capture tool.
Capture Window
Composite Capture
Composite Playback
Capture With Images
Keyboard Layout Toggle
Loop and Reverse
Keyboard Masks
Layouts and Playback Looping
Chroma
animations are loaded from the StreamingAssets
folder.
Use the GameObject->ChromaSDK
menu to create Chroma
animations.
Chroma
animations should be saved in the StreamingAssets
folder.
Editing Chroma
animations will open the Chroma
editor dialog.
- AddFrame
- AddNonZeroAllKeysAllFrames
- AddNonZeroAllKeysAllFramesName
- AddNonZeroAllKeysAllFramesNameD
- AddNonZeroAllKeysAllFramesOffset
- AddNonZeroAllKeysAllFramesOffsetName
- AddNonZeroAllKeysAllFramesOffsetNameD
- AddNonZeroAllKeysOffset
- AddNonZeroAllKeysOffsetName
- AddNonZeroAllKeysOffsetNameD
- AddNonZeroTargetAllKeysAllFrames
- AddNonZeroTargetAllKeysAllFramesName
- AddNonZeroTargetAllKeysAllFramesNameD
- AddNonZeroTargetAllKeysAllFramesOffset
- AddNonZeroTargetAllKeysAllFramesOffsetName
- AddNonZeroTargetAllKeysAllFramesOffsetNameD
- AddNonZeroTargetAllKeysOffset
- AddNonZeroTargetAllKeysOffsetName
- AddNonZeroTargetAllKeysOffsetNameD
- AppendAllFrames
- AppendAllFramesName
- AppendAllFramesNameD
- ClearAll
- ClearAnimationType
- CloseAll
- CloseAnimation
- CloseAnimationD
- CloseAnimationName
- CloseAnimationNameD
- CloseComposite
- CloseCompositeD
- CopyAnimation
- CopyAnimationName
- CopyAnimationNameD
- CopyBlueChannelAllFrames
- CopyBlueChannelAllFramesName
- CopyBlueChannelAllFramesNameD
- CopyGreenChannelAllFrames
- CopyGreenChannelAllFramesName
- CopyGreenChannelAllFramesNameD
- CopyKeyColor
- CopyKeyColorAllFrames
- CopyKeyColorAllFramesName
- CopyKeyColorAllFramesNameD
- CopyKeyColorAllFramesOffset
- CopyKeyColorAllFramesOffsetName
- CopyKeyColorAllFramesOffsetNameD
- CopyKeyColorName
- CopyKeyColorNameD
- CopyKeysColor
- CopyKeysColorName
- CopyKeysColorOffset
- CopyKeysColorOffsetName
- CopyNonZeroAllKeys
- CopyNonZeroAllKeysAllFrames
- CopyNonZeroAllKeysAllFramesName
- CopyNonZeroAllKeysAllFramesNameD
- CopyNonZeroAllKeysAllFramesOffset
- CopyNonZeroAllKeysAllFramesOffsetName
- CopyNonZeroAllKeysAllFramesOffsetNameD
- CopyNonZeroAllKeysName
- CopyNonZeroAllKeysNameD
- CopyNonZeroAllKeysOffset
- CopyNonZeroAllKeysOffsetName
- CopyNonZeroAllKeysOffsetNameD
- CopyNonZeroKeyColor
- CopyNonZeroKeyColorName
- CopyNonZeroKeyColorNameD
- CopyNonZeroTargetAllKeys
- CopyNonZeroTargetAllKeysAllFrames
- CopyNonZeroTargetAllKeysAllFramesName
- CopyNonZeroTargetAllKeysAllFramesNameD
- CopyNonZeroTargetAllKeysAllFramesOffset
- CopyNonZeroTargetAllKeysAllFramesOffsetName
- CopyNonZeroTargetAllKeysAllFramesOffsetNameD
- CopyNonZeroTargetAllKeysName
- CopyNonZeroTargetAllKeysNameD
- CopyNonZeroTargetAllKeysOffset
- CopyNonZeroTargetAllKeysOffsetName
- CopyNonZeroTargetAllKeysOffsetNameD
- CopyNonZeroTargetZeroAllKeysAllFrames
- CopyNonZeroTargetZeroAllKeysAllFramesName
- CopyNonZeroTargetZeroAllKeysAllFramesNameD
- CopyRedChannelAllFrames
- CopyRedChannelAllFramesName
- CopyRedChannelAllFramesNameD
- CopyZeroAllKeysAllFrames
- CopyZeroAllKeysAllFramesName
- CopyZeroAllKeysAllFramesNameD
- CopyZeroAllKeysAllFramesOffset
- CopyZeroAllKeysAllFramesOffsetName
- CopyZeroAllKeysAllFramesOffsetNameD
- CopyZeroKeyColor
- CopyZeroKeyColorName
- CopyZeroKeyColorNameD
- CopyZeroTargetAllKeysAllFrames
- CopyZeroTargetAllKeysAllFramesName
- CopyZeroTargetAllKeysAllFramesNameD
- CoreCreateChromaLinkEffect
- CoreCreateEffect
- CoreCreateHeadsetEffect
- CoreCreateKeyboardEffect
- CoreCreateKeypadEffect
- CoreCreateMouseEffect
- CoreCreateMousepadEffect
- CoreDeleteEffect
- CoreInit
- CoreQueryDevice
- CoreSetEffect
- CoreUnInit
- CreateAnimation
- CreateAnimationInMemory
- CreateEffect
- DeleteEffect
- DuplicateFirstFrame
- DuplicateFirstFrameName
- DuplicateFirstFrameNameD
- DuplicateFrames
- DuplicateFramesName
- DuplicateFramesNameD
- DuplicateMirrorFrames
- DuplicateMirrorFramesName
- DuplicateMirrorFramesNameD
- FadeEndFrames
- FadeEndFramesName
- FadeEndFramesNameD
- FadeStartFrames
- FadeStartFramesName
- FadeStartFramesNameD
- FillColor
- FillColorAllFrames
- FillColorAllFramesName
- FillColorAllFramesNameD
- FillColorAllFramesRGB
- FillColorAllFramesRGBName
- FillColorAllFramesRGBNameD
- FillColorName
- FillColorNameD
- FillColorRGB
- FillColorRGBName
- FillColorRGBNameD
- FillNonZeroColor
- FillNonZeroColorAllFrames
- FillNonZeroColorAllFramesName
- FillNonZeroColorAllFramesNameD
- FillNonZeroColorAllFramesRGB
- FillNonZeroColorAllFramesRGBName
- FillNonZeroColorAllFramesRGBNameD
- FillNonZeroColorName
- FillNonZeroColorNameD
- FillNonZeroColorRGB
- FillNonZeroColorRGBName
- FillNonZeroColorRGBNameD
- FillRandomColors
- FillRandomColorsAllFrames
- FillRandomColorsAllFramesName
- FillRandomColorsAllFramesNameD
- FillRandomColorsBlackAndWhite
- FillRandomColorsBlackAndWhiteAllFrames
- FillRandomColorsBlackAndWhiteAllFramesName
- FillRandomColorsBlackAndWhiteAllFramesNameD
- FillRandomColorsBlackAndWhiteName
- FillRandomColorsBlackAndWhiteNameD
- FillRandomColorsName
- FillRandomColorsNameD
- FillThresholdColors
- FillThresholdColorsAllFrames
- FillThresholdColorsAllFramesName
- FillThresholdColorsAllFramesNameD
- FillThresholdColorsAllFramesRGB
- FillThresholdColorsAllFramesRGBName
- FillThresholdColorsAllFramesRGBNameD
- FillThresholdColorsMinMaxAllFramesRGB
- FillThresholdColorsMinMaxAllFramesRGBName
- FillThresholdColorsMinMaxAllFramesRGBNameD
- FillThresholdColorsMinMaxRGB
- FillThresholdColorsMinMaxRGBName
- FillThresholdColorsMinMaxRGBNameD
- FillThresholdColorsName
- FillThresholdColorsNameD
- FillThresholdColorsRGB
- FillThresholdColorsRGBName
- FillThresholdColorsRGBNameD
- FillThresholdRGBColorsAllFramesRGB
- FillThresholdRGBColorsAllFramesRGBName
- FillThresholdRGBColorsAllFramesRGBNameD
- FillThresholdRGBColorsRGB
- FillThresholdRGBColorsRGBName
- FillThresholdRGBColorsRGBNameD
- FillZeroColor
- FillZeroColorAllFrames
- FillZeroColorAllFramesName
- FillZeroColorAllFramesNameD
- FillZeroColorAllFramesRGB
- FillZeroColorAllFramesRGBName
- FillZeroColorAllFramesRGBNameD
- FillZeroColorName
- FillZeroColorNameD
- FillZeroColorRGB
- FillZeroColorRGBName
- FillZeroColorRGBNameD
- Get1DColor
- Get1DColorName
- Get1DColorNameD
- Get2DColor
- Get2DColorName
- Get2DColorNameD
- GetAnimation
- GetAnimationCount
- GetAnimationD
- GetAnimationId
- GetAnimationName
- GetCurrentFrame
- GetCurrentFrameName
- GetCurrentFrameNameD
- GetDevice
- GetDeviceName
- GetDeviceNameD
- GetDeviceType
- GetDeviceTypeName
- GetDeviceTypeNameD
- GetFrame
- GetFrameCount
- GetFrameCountName
- GetFrameCountNameD
- GetKeyColor
- GetKeyColorD
- GetKeyColorName
- GetLibraryLoadedState
- GetLibraryLoadedStateD
- GetMaxColumn
- GetMaxColumnD
- GetMaxLeds
- GetMaxLedsD
- GetMaxRow
- GetMaxRowD
- GetPlayingAnimationCount
- GetPlayingAnimationId
- GetRGB
- GetRGBD
- HasAnimationLoop
- HasAnimationLoopName
- HasAnimationLoopNameD
- Init
- InitD
- InsertDelay
- InsertDelayName
- InsertDelayNameD
- InsertFrame
- InsertFrameName
- InsertFrameNameD
- InvertColors
- InvertColorsAllFrames
- InvertColorsAllFramesName
- InvertColorsAllFramesNameD
- InvertColorsName
- InvertColorsNameD
- IsAnimationPaused
- IsAnimationPausedName
- IsAnimationPausedNameD
- IsDialogOpen
- IsDialogOpenD
- IsInitialized
- IsInitializedD
- IsPlatformSupported
- IsPlatformSupportedD
- IsPlaying
- IsPlayingD
- IsPlayingName
- IsPlayingNameD
- IsPlayingType
- IsPlayingTypeD
- Lerp
- LerpColor
- LoadAnimation
- LoadAnimationD
- LoadAnimationName
- LoadComposite
- MakeBlankFrames
- MakeBlankFramesName
- MakeBlankFramesNameD
- MakeBlankFramesRandom
- MakeBlankFramesRandomBlackAndWhite
- MakeBlankFramesRandomBlackAndWhiteName
- MakeBlankFramesRandomBlackAndWhiteNameD
- MakeBlankFramesRandomName
- MakeBlankFramesRandomNameD
- MakeBlankFramesRGB
- MakeBlankFramesRGBName
- MakeBlankFramesRGBNameD
- MirrorHorizontally
- MirrorVertically
- MultiplyColorLerpAllFrames
- MultiplyColorLerpAllFramesName
- MultiplyColorLerpAllFramesNameD
- MultiplyIntensity
- MultiplyIntensityAllFrames
- MultiplyIntensityAllFramesName
- MultiplyIntensityAllFramesNameD
- MultiplyIntensityAllFramesRGB
- MultiplyIntensityAllFramesRGBName
- MultiplyIntensityAllFramesRGBNameD
- MultiplyIntensityColor
- MultiplyIntensityColorAllFrames
- MultiplyIntensityColorAllFramesName
- MultiplyIntensityColorAllFramesNameD
- MultiplyIntensityColorName
- MultiplyIntensityColorNameD
- MultiplyIntensityName
- MultiplyIntensityNameD
- MultiplyIntensityRGB
- MultiplyIntensityRGBName
- MultiplyIntensityRGBNameD
- MultiplyNonZeroTargetColorLerp
- MultiplyNonZeroTargetColorLerpAllFrames
- MultiplyNonZeroTargetColorLerpAllFramesName
- MultiplyNonZeroTargetColorLerpAllFramesNameD
- MultiplyNonZeroTargetColorLerpAllFramesRGB
- MultiplyNonZeroTargetColorLerpAllFramesRGBName
- MultiplyNonZeroTargetColorLerpAllFramesRGBNameD
- MultiplyTargetColorLerp
- MultiplyTargetColorLerpAllFrames
- MultiplyTargetColorLerpAllFramesName
- MultiplyTargetColorLerpAllFramesNameD
- MultiplyTargetColorLerpAllFramesRGB
- MultiplyTargetColorLerpAllFramesRGBName
- MultiplyTargetColorLerpAllFramesRGBNameD
- OffsetColors
- OffsetColorsAllFrames
- OffsetColorsAllFramesName
- OffsetColorsAllFramesNameD
- OffsetColorsName
- OffsetColorsNameD
- OffsetNonZeroColors
- OffsetNonZeroColorsAllFrames
- OffsetNonZeroColorsAllFramesName
- OffsetNonZeroColorsAllFramesNameD
- OffsetNonZeroColorsName
- OffsetNonZeroColorsNameD
- OpenAnimation
- OpenAnimationD
- OpenAnimationFromMemory
- OpenEditorDialog
- OpenEditorDialogAndPlay
- OpenEditorDialogAndPlayD
- OpenEditorDialogD
- OverrideFrameDuration
- OverrideFrameDurationD
- OverrideFrameDurationName
- PauseAnimation
- PauseAnimationName
- PauseAnimationNameD
- PlayAnimation
- PlayAnimationD
- PlayAnimationFrame
- PlayAnimationFrameName
- PlayAnimationFrameNameD
- PlayAnimationLoop
- PlayAnimationName
- PlayAnimationNameD
- PlayComposite
- PlayCompositeD
- PreviewFrame
- PreviewFrameD
- PreviewFrameName
- ReduceFrames
- ReduceFramesName
- ReduceFramesNameD
- ResetAnimation
- ResumeAnimation
- ResumeAnimationName
- ResumeAnimationNameD
- Reverse
- ReverseAllFrames
- ReverseAllFramesName
- ReverseAllFramesNameD
- SaveAnimation
- SaveAnimationName
- Set1DColor
- Set1DColorName
- Set1DColorNameD
- Set2DColor
- Set2DColorName
- Set2DColorNameD
- SetChromaCustomColorAllFrames
- SetChromaCustomColorAllFramesName
- SetChromaCustomColorAllFramesNameD
- SetChromaCustomFlag
- SetChromaCustomFlagName
- SetChromaCustomFlagNameD
- SetCurrentFrame
- SetCurrentFrameName
- SetCurrentFrameNameD
- SetDevice
- SetEffect
- SetIdleAnimation
- SetIdleAnimationName
- SetKeyColor
- SetKeyColorAllFrames
- SetKeyColorAllFramesName
- SetKeyColorAllFramesNameD
- SetKeyColorAllFramesRGB
- SetKeyColorAllFramesRGBName
- SetKeyColorAllFramesRGBNameD
- SetKeyColorName
- SetKeyColorNameD
- SetKeyColorRGB
- SetKeyColorRGBName
- SetKeyColorRGBNameD
- SetKeyNonZeroColor
- SetKeyNonZeroColorName
- SetKeyNonZeroColorNameD
- SetKeyNonZeroColorRGB
- SetKeyNonZeroColorRGBName
- SetKeyNonZeroColorRGBNameD
- SetKeysColor
- SetKeysColorAllFrames
- SetKeysColorAllFramesName
- SetKeysColorAllFramesRGB
- SetKeysColorAllFramesRGBName
- SetKeysColorName
- SetKeysColorRGB
- SetKeysColorRGBName
- SetKeysNonZeroColor
- SetKeysNonZeroColorAllFrames
- SetKeysNonZeroColorAllFramesName
- SetKeysNonZeroColorName
- SetKeysNonZeroColorRGB
- SetKeysNonZeroColorRGBName
- SetKeysZeroColor
- SetKeysZeroColorAllFrames
- SetKeysZeroColorAllFramesName
- SetKeysZeroColorAllFramesRGB
- SetKeysZeroColorAllFramesRGBName
- SetKeysZeroColorName
- SetKeysZeroColorRGB
- SetKeysZeroColorRGBName
- SetKeyZeroColor
- SetKeyZeroColorName
- SetKeyZeroColorNameD
- SetKeyZeroColorRGB
- SetKeyZeroColorRGBName
- SetKeyZeroColorRGBNameD
- SetLogDelegate
- StaticColor
- StaticColorD
- StopAll
- StopAnimation
- StopAnimationD
- StopAnimationName
- StopAnimationNameD
- StopAnimationType
- StopAnimationTypeD
- StopComposite
- StopCompositeD
- SubtractNonZeroAllKeysAllFrames
- SubtractNonZeroAllKeysAllFramesName
- SubtractNonZeroAllKeysAllFramesNameD
- SubtractNonZeroAllKeysAllFramesOffset
- SubtractNonZeroAllKeysAllFramesOffsetName
- SubtractNonZeroAllKeysAllFramesOffsetNameD
- SubtractNonZeroAllKeysOffset
- SubtractNonZeroAllKeysOffsetName
- SubtractNonZeroAllKeysOffsetNameD
- SubtractNonZeroTargetAllKeysAllFrames
- SubtractNonZeroTargetAllKeysAllFramesName
- SubtractNonZeroTargetAllKeysAllFramesNameD
- SubtractNonZeroTargetAllKeysAllFramesOffset
- SubtractNonZeroTargetAllKeysAllFramesOffsetName
- SubtractNonZeroTargetAllKeysAllFramesOffsetNameD
- SubtractNonZeroTargetAllKeysOffset
- SubtractNonZeroTargetAllKeysOffsetName
- SubtractNonZeroTargetAllKeysOffsetNameD
- TrimEndFrames
- TrimEndFramesName
- TrimEndFramesNameD
- TrimFrame
- TrimFrameName
- TrimFrameNameD
- TrimStartFrames
- TrimStartFramesName
- TrimStartFramesNameD
- Uninit
- UninitD
- UnloadAnimation
- UnloadAnimationD
- UnloadAnimationName
- UnloadComposite
- UpdateFrame
- UseIdleAnimation
- UseIdleAnimations
- UsePreloading
- UsePreloadingName
Adds a frame to the Chroma
animation and sets the duration
(in seconds).
The color
is expected to be an array of the dimensions for the deviceType/device
.
The length
parameter is the size of the color
array. For EChromaSDKDevice1DEnum
the array size should be MAX LEDS
. For EChromaSDKDevice2DEnum
the array
size should be MAX ROW
* MAX COLUMN
. Returns the animation id upon
success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.AddFrame(int animationId, float duration, int[] colors, int length);
Add source color to target where color is not black for all frames, reference source and target by id.
UnityNativeChromaSDK.AddNonZeroAllKeysAllFrames(int sourceAnimationId, int targetAnimationId);
AddNonZeroAllKeysAllFramesName
Add source color to target where color is not black for all frames, reference source and target by name.
UnityNativeChromaSDK.AddNonZeroAllKeysAllFramesName(string sourceAnimation, string targetAnimation);
AddNonZeroAllKeysAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.AddNonZeroAllKeysAllFramesNameD(string sourceAnimation, string targetAnimation);
AddNonZeroAllKeysAllFramesOffset
Add source color to target where color is not black for all frames starting at offset for the length of the source, reference source and target by id.
UnityNativeChromaSDK.AddNonZeroAllKeysAllFramesOffset(int sourceAnimationId, int targetAnimationId, int offset);
AddNonZeroAllKeysAllFramesOffsetName
Add source color to target where color is not black for all frames starting at offset for the length of the source, reference source and target by name.
UnityNativeChromaSDK.AddNonZeroAllKeysAllFramesOffsetName(string sourceAnimation, string targetAnimation, int offset);
AddNonZeroAllKeysAllFramesOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.AddNonZeroAllKeysAllFramesOffsetNameD(string sourceAnimation, string targetAnimation, double offset);
Add source color to target where color is not black for the source frame and target offset frame, reference source and target by id.
UnityNativeChromaSDK.AddNonZeroAllKeysOffset(int sourceAnimationId, int targetAnimationId, int frameId, int offset);
Add source color to target where color is not black for the source frame and target offset frame, reference source and target by name.
UnityNativeChromaSDK.AddNonZeroAllKeysOffsetName(string sourceAnimation, string targetAnimation, int frameId, int offset);
D suffix for limited data types.
double result = UnityNativeChromaSDK.AddNonZeroAllKeysOffsetNameD(string sourceAnimation, string targetAnimation, double frameId, double offset);
AddNonZeroTargetAllKeysAllFrames
Add source color to target where the target color is not black for all frames, reference source and target by id.
UnityNativeChromaSDK.AddNonZeroTargetAllKeysAllFrames(int sourceAnimationId, int targetAnimationId);
AddNonZeroTargetAllKeysAllFramesName
Add source color to target where the target color is not black for all frames, reference source and target by name.
UnityNativeChromaSDK.AddNonZeroTargetAllKeysAllFramesName(string sourceAnimation, string targetAnimation);
AddNonZeroTargetAllKeysAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.AddNonZeroTargetAllKeysAllFramesNameD(string sourceAnimation, string targetAnimation);
AddNonZeroTargetAllKeysAllFramesOffset
Add source color to target where the target color is not black for all frames starting at offset for the length of the source, reference source and target by id.
UnityNativeChromaSDK.AddNonZeroTargetAllKeysAllFramesOffset(int sourceAnimationId, int targetAnimationId, int offset);
AddNonZeroTargetAllKeysAllFramesOffsetName
Add source color to target where the target color is not black for all frames starting at offset for the length of the source, reference source and target by name.
UnityNativeChromaSDK.AddNonZeroTargetAllKeysAllFramesOffsetName(string sourceAnimation, string targetAnimation, int offset);
AddNonZeroTargetAllKeysAllFramesOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.AddNonZeroTargetAllKeysAllFramesOffsetNameD(string sourceAnimation, string targetAnimation, double offset);
Add source color to target where target color is not blank from the source frame to the target offset frame, reference source and target by id.
UnityNativeChromaSDK.AddNonZeroTargetAllKeysOffset(int sourceAnimationId, int targetAnimationId, int frameId, int offset);
AddNonZeroTargetAllKeysOffsetName
Add source color to target where target color is not blank from the source frame to the target offset frame, reference source and target by name.
UnityNativeChromaSDK.AddNonZeroTargetAllKeysOffsetName(string sourceAnimation, string targetAnimation, int frameId, int offset);
AddNonZeroTargetAllKeysOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.AddNonZeroTargetAllKeysOffsetNameD(string sourceAnimation, string targetAnimation, double frameId, double offset);
Append all source frames to the target animation, reference source and target by id.
UnityNativeChromaSDK.AppendAllFrames(int sourceAnimationId, int targetAnimationId);
Append all source frames to the target animation, reference source and target by name.
UnityNativeChromaSDK.AppendAllFramesName(string sourceAnimation, string targetAnimation);
D suffix for limited data types.
double result = UnityNativeChromaSDK.AppendAllFramesNameD(string sourceAnimation, string targetAnimation);
PluginClearAll
will issue a CLEAR
effect for all devices.
UnityNativeChromaSDK.ClearAll();
PluginClearAnimationType
will issue a CLEAR
effect for the given device.
UnityNativeChromaSDK.ClearAnimationType(int deviceType, int device);
PluginCloseAll
closes all open animations so they can be reloaded from
disk. The set of animations will be stopped if playing.
UnityNativeChromaSDK.CloseAll();
Closes the Chroma
animation to free up resources referenced by id. Returns
the animation id upon success. Returns -1 upon failure. This might be used
while authoring effects if there was a change necessitating re-opening
the animation. The animation id can no longer be used once closed.
int result = UnityNativeChromaSDK.CloseAnimation(int animationId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CloseAnimationD(double animationId);
Closes the Chroma
animation referenced by name so that the animation can
be reloaded from disk.
UnityNativeChromaSDK.CloseAnimationName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CloseAnimationNameD(string path);
PluginCloseComposite
closes a set of animations so they can be reloaded
from disk. The set of animations will be stopped if playing.
UnityNativeChromaSDK.CloseComposite(string name);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CloseCompositeD(string name);
Copy animation to named target animation in memory. If target animation exists, close first. Source is referenced by id.
int result = UnityNativeChromaSDK.CopyAnimation(int sourceAnimationId, string targetAnimation);
Copy animation to named target animation in memory. If target animation exists, close first. Source is referenced by name.
UnityNativeChromaSDK.CopyAnimationName(string sourceAnimation, string targetAnimation);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyAnimationNameD(string sourceAnimation, string targetAnimation);
Copy blue channel to other channels for all frames. Intensity range is 0.0 to 1.0. Reference the animation by id.
UnityNativeChromaSDK.CopyBlueChannelAllFrames(int animationId, float redIntensity, float greenIntensity);
Copy blue channel to other channels for all frames. Intensity range is 0.0 to 1.0. Reference the animation by name.
UnityNativeChromaSDK.CopyBlueChannelAllFramesName(string path, float redIntensity, float greenIntensity);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyBlueChannelAllFramesNameD(string path, double redIntensity, double greenIntensity);
Copy green channel to other channels for all frames. Intensity range is 0.0 to 1.0. Reference the animation by id.
UnityNativeChromaSDK.CopyGreenChannelAllFrames(int animationId, float redIntensity, float blueIntensity);
Copy green channel to other channels for all frames. Intensity range is 0.0 to 1.0. Reference the animation by name.
UnityNativeChromaSDK.CopyGreenChannelAllFramesName(string path, float redIntensity, float blueIntensity);
CopyGreenChannelAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyGreenChannelAllFramesNameD(string path, double redIntensity, double blueIntensity);
Copy animation key color from the source animation to the target animation for the given frame. Reference the source and target by id.
UnityNativeChromaSDK.CopyKeyColor(int sourceAnimationId, int targetAnimationId, int frameId, int rzkey);
Copy animation key color from the source animation to the target animation for all frames. Reference the source and target by id.
UnityNativeChromaSDK.CopyKeyColorAllFrames(int sourceAnimationId, int targetAnimationId, int rzkey);
Copy animation key color from the source animation to the target animation for all frames. Reference the source and target by name.
UnityNativeChromaSDK.CopyKeyColorAllFramesName(string sourceAnimation, string targetAnimation, int rzkey);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyKeyColorAllFramesNameD(string sourceAnimation, string targetAnimation, double rzkey);
Copy animation key color from the source animation to the target animation for all frames, starting at the offset for the length of the source animation. Source and target are referenced by id.
UnityNativeChromaSDK.CopyKeyColorAllFramesOffset(int sourceAnimationId, int targetAnimationId, int rzkey, int offset);
CopyKeyColorAllFramesOffsetName
Copy animation key color from the source animation to the target animation for all frames, starting at the offset for the length of the source animation. Source and target are referenced by name.
UnityNativeChromaSDK.CopyKeyColorAllFramesOffsetName(string sourceAnimation, string targetAnimation, int rzkey, int offset);
CopyKeyColorAllFramesOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyKeyColorAllFramesOffsetNameD(string sourceAnimation, string targetAnimation, double rzkey, double offset);
Copy animation key color from the source animation to the target animation for the given frame.
UnityNativeChromaSDK.CopyKeyColorName(string sourceAnimation, string targetAnimation, int frameId, int rzkey);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyKeyColorNameD(string sourceAnimation, string targetAnimation, double frameId, double rzkey);
Copy animation color for a set of keys from the source animation to the target animation for the given frame. Reference the source and target by id.
UnityNativeChromaSDK.CopyKeysColor(int sourceAnimationId, int targetAnimationId, int frameId, int[] keys, int size);
Copy animation color for a set of keys from the source animation to the target animation for the given frame. Reference the source and target by name.
UnityNativeChromaSDK.CopyKeysColorName(string sourceAnimation, string targetAnimation, int frameId, int[] keys, int size);
Copy animation color for a set of keys from the source animation to the target animation from the source frame to the target frame. Reference the source and target by id.
UnityNativeChromaSDK.CopyKeysColorOffset(int sourceAnimationId, int targetAnimationId, int sourceFrameId, int targetFrameId, int[] keys, int size);
Copy animation color for a set of keys from the source animation to the target animation from the source frame to the target frame. Reference the source and target by name.
UnityNativeChromaSDK.CopyKeysColorOffsetName(string sourceAnimation, string targetAnimation, int sourceFrameId, int targetFrameId, int[] keys, int size);
Copy source animation to target animation for the given frame. Source and target are referenced by id.
UnityNativeChromaSDK.CopyNonZeroAllKeys(int sourceAnimationId, int targetAnimationId, int frameId);
Copy nonzero colors from a source animation to a target animation for all frames. Reference source and target by id.
UnityNativeChromaSDK.CopyNonZeroAllKeysAllFrames(int sourceAnimationId, int targetAnimationId);
CopyNonZeroAllKeysAllFramesName
Copy nonzero colors from a source animation to a target animation for all frames. Reference source and target by name.
UnityNativeChromaSDK.CopyNonZeroAllKeysAllFramesName(string sourceAnimation, string targetAnimation);
CopyNonZeroAllKeysAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyNonZeroAllKeysAllFramesNameD(string sourceAnimation, string targetAnimation);
CopyNonZeroAllKeysAllFramesOffset
Copy nonzero colors from a source animation to a target animation for all frames starting at the offset for the length of the source animation. The source and target are referenced by id.
UnityNativeChromaSDK.CopyNonZeroAllKeysAllFramesOffset(int sourceAnimationId, int targetAnimationId, int offset);
CopyNonZeroAllKeysAllFramesOffsetName
Copy nonzero colors from a source animation to a target animation for all frames starting at the offset for the length of the source animation. The source and target are referenced by name.
UnityNativeChromaSDK.CopyNonZeroAllKeysAllFramesOffsetName(string sourceAnimation, string targetAnimation, int offset);
CopyNonZeroAllKeysAllFramesOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyNonZeroAllKeysAllFramesOffsetNameD(string sourceAnimation, string targetAnimation, double offset);
Copy nonzero colors from source animation to target animation for the specified frame. Source and target are referenced by id.
UnityNativeChromaSDK.CopyNonZeroAllKeysName(string sourceAnimation, string targetAnimation, int frameId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyNonZeroAllKeysNameD(string sourceAnimation, string targetAnimation, double frameId);
Copy nonzero colors from the source animation to the target animation from the source frame to the target offset frame. Source and target are referenced by id.
UnityNativeChromaSDK.CopyNonZeroAllKeysOffset(int sourceAnimationId, int targetAnimationId, int frameId, int offset);
Copy nonzero colors from the source animation to the target animation from the source frame to the target offset frame. Source and target are referenced by name.
UnityNativeChromaSDK.CopyNonZeroAllKeysOffsetName(string sourceAnimation, string targetAnimation, int frameId, int offset);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyNonZeroAllKeysOffsetNameD(string sourceAnimation, string targetAnimation, double frameId, double offset);
Copy animation key color from the source animation to the target animation for the given frame where color is not zero.
UnityNativeChromaSDK.CopyNonZeroKeyColor(int sourceAnimationId, int targetAnimationId, int frameId, int rzkey);
Copy animation key color from the source animation to the target animation for the given frame where color is not zero.
UnityNativeChromaSDK.CopyNonZeroKeyColorName(string sourceAnimation, string targetAnimation, int frameId, int rzkey);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyNonZeroKeyColorNameD(string sourceAnimation, string targetAnimation, double frameId, double rzkey);
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for the specified frame. Source and target are referenced by id.
UnityNativeChromaSDK.CopyNonZeroTargetAllKeys(int sourceAnimationId, int targetAnimationId, int frameId);
CopyNonZeroTargetAllKeysAllFrames
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for all frames. Source and target are referenced by id.
UnityNativeChromaSDK.CopyNonZeroTargetAllKeysAllFrames(int sourceAnimationId, int targetAnimationId);
CopyNonZeroTargetAllKeysAllFramesName
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for all frames. Source and target are referenced by name.
UnityNativeChromaSDK.CopyNonZeroTargetAllKeysAllFramesName(string sourceAnimation, string targetAnimation);
CopyNonZeroTargetAllKeysAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyNonZeroTargetAllKeysAllFramesNameD(string sourceAnimation, string targetAnimation);
CopyNonZeroTargetAllKeysAllFramesOffset
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for all frames. Source and target are referenced by name.
UnityNativeChromaSDK.CopyNonZeroTargetAllKeysAllFramesOffset(int sourceAnimationId, int targetAnimationId, int offset);
CopyNonZeroTargetAllKeysAllFramesOffsetName
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for all frames starting at the target offset for the length of the source animation. Source and target animations are referenced by name.
UnityNativeChromaSDK.CopyNonZeroTargetAllKeysAllFramesOffsetName(string sourceAnimation, string targetAnimation, int offset);
CopyNonZeroTargetAllKeysAllFramesOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyNonZeroTargetAllKeysAllFramesOffsetNameD(string sourceAnimation, string targetAnimation, double offset);
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for the specified frame. The source and target are referenced by name.
UnityNativeChromaSDK.CopyNonZeroTargetAllKeysName(string sourceAnimation, string targetAnimation, int frameId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyNonZeroTargetAllKeysNameD(string sourceAnimation, string targetAnimation, double frameId);
CopyNonZeroTargetAllKeysOffset
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for the specified source frame and target offset frame. The source and target are referenced by id.
UnityNativeChromaSDK.CopyNonZeroTargetAllKeysOffset(int sourceAnimationId, int targetAnimationId, int frameId, int offset);
CopyNonZeroTargetAllKeysOffsetName
Copy nonzero colors from the source animation to the target animation where the target color is nonzero for the specified source frame and target offset frame. The source and target are referenced by name.
UnityNativeChromaSDK.CopyNonZeroTargetAllKeysOffsetName(string sourceAnimation, string targetAnimation, int frameId, int offset);
CopyNonZeroTargetAllKeysOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyNonZeroTargetAllKeysOffsetNameD(string sourceAnimation, string targetAnimation, double frameId, double offset);
CopyNonZeroTargetZeroAllKeysAllFrames
Copy nonzero colors from the source animation to the target animation where the target color is zero for all frames. Source and target are referenced by id.
UnityNativeChromaSDK.CopyNonZeroTargetZeroAllKeysAllFrames(int sourceAnimationId, int targetAnimationId);
CopyNonZeroTargetZeroAllKeysAllFramesName
Copy nonzero colors from the source animation to the target animation where the target color is zero for all frames. Source and target are referenced by name.
UnityNativeChromaSDK.CopyNonZeroTargetZeroAllKeysAllFramesName(string sourceAnimation, string targetAnimation);
CopyNonZeroTargetZeroAllKeysAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyNonZeroTargetZeroAllKeysAllFramesNameD(string sourceAnimation, string targetAnimation);
Copy red channel to other channels for all frames. Intensity range is 0.0 to 1.0. Reference the animation by id.
UnityNativeChromaSDK.CopyRedChannelAllFrames(int animationId, float greenIntensity, float blueIntensity);
Copy green channel to other channels for all frames. Intensity range is 0.0 to 1.0. Reference the animation by name.
UnityNativeChromaSDK.CopyRedChannelAllFramesName(string path, float greenIntensity, float blueIntensity);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyRedChannelAllFramesNameD(string path, double greenIntensity, double blueIntensity);
Copy zero colors from source animation to target animation for all frames. Source and target are referenced by id.
UnityNativeChromaSDK.CopyZeroAllKeysAllFrames(int sourceAnimationId, int targetAnimationId);
Copy zero colors from source animation to target animation for all frames. Source and target are referenced by name.
UnityNativeChromaSDK.CopyZeroAllKeysAllFramesName(string sourceAnimation, string targetAnimation);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyZeroAllKeysAllFramesNameD(string sourceAnimation, string targetAnimation);
CopyZeroAllKeysAllFramesOffset
Copy zero colors from source animation to target animation for all frames starting at the target offset for the length of the source animation. Source and target are referenced by id.
UnityNativeChromaSDK.CopyZeroAllKeysAllFramesOffset(int sourceAnimationId, int targetAnimationId, int offset);
CopyZeroAllKeysAllFramesOffsetName
Copy zero colors from source animation to target animation for all frames starting at the target offset for the length of the source animation. Source and target are referenced by name.
UnityNativeChromaSDK.CopyZeroAllKeysAllFramesOffsetName(string sourceAnimation, string targetAnimation, int offset);
CopyZeroAllKeysAllFramesOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyZeroAllKeysAllFramesOffsetNameD(string sourceAnimation, string targetAnimation, double offset);
Copy zero key color from source animation to target animation for the specified frame. Source and target are referenced by id.
UnityNativeChromaSDK.CopyZeroKeyColor(int sourceAnimationId, int targetAnimationId, int frameId, int rzkey);
Copy zero key color from source animation to target animation for the specified frame. Source and target are referenced by name.
UnityNativeChromaSDK.CopyZeroKeyColorName(string sourceAnimation, string targetAnimation, int frameId, int rzkey);
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyZeroKeyColorNameD(string sourceAnimation, string targetAnimation, double frameId, double rzkey);
CopyZeroTargetAllKeysAllFrames
Copy nonzero color from source animation to target animation where target is zero for all frames. Source and target are referenced by id.
UnityNativeChromaSDK.CopyZeroTargetAllKeysAllFrames(int sourceAnimationId, int targetAnimationId);
CopyZeroTargetAllKeysAllFramesName
Copy nonzero color from source animation to target animation where target is zero for all frames. Source and target are referenced by name.
UnityNativeChromaSDK.CopyZeroTargetAllKeysAllFramesName(string sourceAnimation, string targetAnimation);
CopyZeroTargetAllKeysAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.CopyZeroTargetAllKeysAllFramesNameD(string sourceAnimation, string targetAnimation);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreCreateChromaLinkEffect(int Effect, IntPtr pParam, out Guid pEffectId);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreCreateEffect(Guid DeviceId, EFFECT_TYPE Effect, IntPtr pParam, out Guid pEffectId);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreCreateHeadsetEffect(int Effect, IntPtr pParam, out Guid pEffectId);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreCreateKeyboardEffect(int Effect, IntPtr pParam, out Guid pEffectId);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreCreateKeypadEffect(int Effect, IntPtr pParam, out Guid pEffectId);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreCreateMouseEffect(int Effect, IntPtr pParam, out Guid pEffectId);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreCreateMousepadEffect(int Effect, IntPtr pParam, out Guid pEffectId);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreDeleteEffect(Guid EffectId);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreInit();
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreQueryDevice(Guid DeviceId, out DEVICE_INFO_TYPE DeviceInfo);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreSetEffect(Guid EffectId);
Direct access to low level API.
long result = UnityNativeChromaSDK.CoreUnInit();
Creates a Chroma
animation at the given path. The deviceType
parameter
uses EChromaSDKDeviceTypeEnum
as an integer. The device
parameter uses
EChromaSDKDevice1DEnum
or EChromaSDKDevice2DEnum
as an integer, respective
to the deviceType
. Returns the animation id upon success. Returns -1
upon failure. Saves a Chroma
animation file with the .chroma
extension
at the given path. Returns the animation id upon success. Returns -1 upon
failure.
int result = UnityNativeChromaSDK.CreateAnimation(string path, int deviceType, int device);
Creates a Chroma
animation in memory without creating a file. The deviceType
parameter uses EChromaSDKDeviceTypeEnum
as an integer. The device
parameter
uses EChromaSDKDevice1DEnum
or EChromaSDKDevice2DEnum
as an integer,
respective to the deviceType
. Returns the animation id upon success.
Returns -1 upon failure. Returns the animation id upon success. Returns
-1 upon failure.
int result = UnityNativeChromaSDK.CreateAnimationInMemory(int deviceType, int device);
Create a device specific effect.
long result = UnityNativeChromaSDK.CreateEffect(Guid deviceId, EFFECT_TYPE effect, int[] colors, int size, out FChromaSDKGuid effectId);
Delete an effect given the effect id.
long result = UnityNativeChromaSDK.DeleteEffect(Guid effectId);
Duplicate the first animation frame so that the animation length matches the frame count. Animation is referenced by id.
UnityNativeChromaSDK.DuplicateFirstFrame(int animationId, int frameCount);
Duplicate the first animation frame so that the animation length matches the frame count. Animation is referenced by name.
UnityNativeChromaSDK.DuplicateFirstFrameName(string path, int frameCount);
D suffix for limited data types.
double result = UnityNativeChromaSDK.DuplicateFirstFrameNameD(string path, double frameCount);
Duplicate all the frames of the animation to double the animation length. Frame 1 becomes frame 1 and 2. Frame 2 becomes frame 3 and 4. And so on. The animation is referenced by id.
UnityNativeChromaSDK.DuplicateFrames(int animationId);
Duplicate all the frames of the animation to double the animation length. Frame 1 becomes frame 1 and 2. Frame 2 becomes frame 3 and 4. And so on. The animation is referenced by name.
UnityNativeChromaSDK.DuplicateFramesName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.DuplicateFramesNameD(string path);
Duplicate all the animation frames in reverse so that the animation plays forwards and backwards. Animation is referenced by id.
UnityNativeChromaSDK.DuplicateMirrorFrames(int animationId);
Duplicate all the animation frames in reverse so that the animation plays forwards and backwards. Animation is referenced by name.
UnityNativeChromaSDK.DuplicateMirrorFramesName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.DuplicateMirrorFramesNameD(string path);
Fade the animation to black starting at the fade frame index to the end of the animation. Animation is referenced by id.
UnityNativeChromaSDK.FadeEndFrames(int animationId, int fade);
Fade the animation to black starting at the fade frame index to the end of the animation. Animation is referenced by name.
UnityNativeChromaSDK.FadeEndFramesName(string path, int fade);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FadeEndFramesNameD(string path, double fade);
Fade the animation from black to full color starting at 0 to the fade frame index. Animation is referenced by id.
UnityNativeChromaSDK.FadeStartFrames(int animationId, int fade);
Fade the animation from black to full color starting at 0 to the fade frame index. Animation is referenced by name.
UnityNativeChromaSDK.FadeStartFramesName(string path, int fade);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FadeStartFramesNameD(string path, double fade);
Set the RGB value for all colors in the specified frame. Animation is referenced by id.
UnityNativeChromaSDK.FillColor(int animationId, int frameId, int color);
Set the RGB value for all colors for all frames. Animation is referenced by id.
UnityNativeChromaSDK.FillColorAllFrames(int animationId, int color);
Set the RGB value for all colors for all frames. Animation is referenced by name.
UnityNativeChromaSDK.FillColorAllFramesName(string path, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillColorAllFramesNameD(string path, double color);
Set the RGB value for all colors for all frames. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by id.
UnityNativeChromaSDK.FillColorAllFramesRGB(int animationId, int red, int green, int blue);
Set the RGB value for all colors for all frames. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by name.
UnityNativeChromaSDK.FillColorAllFramesRGBName(string path, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillColorAllFramesRGBNameD(string path, double red, double green, double blue);
Set the RGB value for all colors in the specified frame. Animation is referenced by name.
UnityNativeChromaSDK.FillColorName(string path, int frameId, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillColorNameD(string path, double frameId, double color);
Set the RGB value for all colors in the specified frame. Animation is referenced by id.
UnityNativeChromaSDK.FillColorRGB(int animationId, int frameId, int red, int green, int blue);
Set the RGB value for all colors in the specified frame. Animation is referenced by name.
UnityNativeChromaSDK.FillColorRGBName(string path, int frameId, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillColorRGBNameD(string path, double frameId, double red, double green, double blue);
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors in the specified frame. Animation is referenced by id.
UnityNativeChromaSDK.FillNonZeroColor(int animationId, int frameId, int color);
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors for all frames. Animation is referenced by id.
UnityNativeChromaSDK.FillNonZeroColorAllFrames(int animationId, int color);
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors for all frames. Animation is referenced by name.
UnityNativeChromaSDK.FillNonZeroColorAllFramesName(string path, int color);
FillNonZeroColorAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillNonZeroColorAllFramesNameD(string path, double color);
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors for all frames. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by id.
UnityNativeChromaSDK.FillNonZeroColorAllFramesRGB(int animationId, int red, int green, int blue);
FillNonZeroColorAllFramesRGBName
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors for all frames. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by name.
UnityNativeChromaSDK.FillNonZeroColorAllFramesRGBName(string path, int red, int green, int blue);
FillNonZeroColorAllFramesRGBNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillNonZeroColorAllFramesRGBNameD(string path, double red, double green, double blue);
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors in the specified frame. Animation is referenced by name.
UnityNativeChromaSDK.FillNonZeroColorName(string path, int frameId, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillNonZeroColorNameD(string path, double frameId, double color);
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors in the specified frame. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by id.
UnityNativeChromaSDK.FillNonZeroColorRGB(int animationId, int frameId, int red, int green, int blue);
This method will only update colors in the animation that are not already set to black. Set the RGB value for a subset of colors in the specified frame. Use the range of 0 to 255 for red, green, and blue parameters. Animation is referenced by name.
UnityNativeChromaSDK.FillNonZeroColorRGBName(string path, int frameId, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillNonZeroColorRGBNameD(string path, double frameId, double red, double green, double blue);
Fill the frame with random RGB values for the given frame. Animation is referenced by id.
UnityNativeChromaSDK.FillRandomColors(int animationId, int frameId);
Fill the frame with random RGB values for all frames. Animation is referenced by id.
UnityNativeChromaSDK.FillRandomColorsAllFrames(int animationId);
Fill the frame with random RGB values for all frames. Animation is referenced by name.
UnityNativeChromaSDK.FillRandomColorsAllFramesName(string path);
FillRandomColorsAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillRandomColorsAllFramesNameD(string path);
Fill the frame with random black and white values for the specified frame. Animation is referenced by id.
UnityNativeChromaSDK.FillRandomColorsBlackAndWhite(int animationId, int frameId);
FillRandomColorsBlackAndWhiteAllFrames
Fill the frame with random black and white values for all frames. Animation is referenced by id.
UnityNativeChromaSDK.FillRandomColorsBlackAndWhiteAllFrames(int animationId);
FillRandomColorsBlackAndWhiteAllFramesName
Fill the frame with random black and white values for all frames. Animation is referenced by name.
UnityNativeChromaSDK.FillRandomColorsBlackAndWhiteAllFramesName(string path);
FillRandomColorsBlackAndWhiteAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillRandomColorsBlackAndWhiteAllFramesNameD(string path);
FillRandomColorsBlackAndWhiteName
Fill the frame with random black and white values for the specified frame. Animation is referenced by name.
UnityNativeChromaSDK.FillRandomColorsBlackAndWhiteName(string path, int frameId);
FillRandomColorsBlackAndWhiteNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillRandomColorsBlackAndWhiteNameD(string path, double frameId);
Fill the frame with random RGB values for the given frame. Animation is referenced by name.
UnityNativeChromaSDK.FillRandomColorsName(string path, int frameId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillRandomColorsNameD(string path, double frameId);
Fill the specified frame with RGB color where the animation color is less than the RGB threshold. Animation is referenced by id.
UnityNativeChromaSDK.FillThresholdColors(int animationId, int frameId, int threshold, int color);
Fill all frames with RGB color where the animation color is less than the RGB threshold. Animation is referenced by id.
UnityNativeChromaSDK.FillThresholdColorsAllFrames(int animationId, int threshold, int color);
FillThresholdColorsAllFramesName
Fill all frames with RGB color where the animation color is less than the RGB threshold. Animation is referenced by name.
UnityNativeChromaSDK.FillThresholdColorsAllFramesName(string path, int threshold, int color);
FillThresholdColorsAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillThresholdColorsAllFramesNameD(string path, double threshold, double color);
FillThresholdColorsAllFramesRGB
Fill all frames with RGB color where the animation color is less than the threshold. Animation is referenced by id.
UnityNativeChromaSDK.FillThresholdColorsAllFramesRGB(int animationId, int threshold, int red, int green, int blue);
FillThresholdColorsAllFramesRGBName
Fill all frames with RGB color where the animation color is less than the threshold. Animation is referenced by name.
UnityNativeChromaSDK.FillThresholdColorsAllFramesRGBName(string path, int threshold, int red, int green, int blue);
FillThresholdColorsAllFramesRGBNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillThresholdColorsAllFramesRGBNameD(string path, double threshold, double red, double green, double blue);
FillThresholdColorsMinMaxAllFramesRGB
Fill all frames with the min RGB color where the animation color is less than the min threshold AND with the max RGB color where the animation is more than the max threshold. Animation is referenced by id.
UnityNativeChromaSDK.FillThresholdColorsMinMaxAllFramesRGB(int animationId, int minThreshold, int minRed, int minGreen, int minBlue, int maxThreshold, int maxRed, int maxGreen, int maxBlue);
FillThresholdColorsMinMaxAllFramesRGBName
Fill all frames with the min RGB color where the animation color is less than the min threshold AND with the max RGB color where the animation is more than the max threshold. Animation is referenced by name.
UnityNativeChromaSDK.FillThresholdColorsMinMaxAllFramesRGBName(string path, int minThreshold, int minRed, int minGreen, int minBlue, int maxThreshold, int maxRed, int maxGreen, int maxBlue);
FillThresholdColorsMinMaxAllFramesRGBNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillThresholdColorsMinMaxAllFramesRGBNameD(string path, double minThreshold, double minRed, double minGreen, double minBlue, double maxThreshold, double maxRed, double maxGreen, double maxBlue);
Fill the specified frame with the min RGB color where the animation color is less than the min threshold AND with the max RGB color where the animation is more than the max threshold. Animation is referenced by id.
UnityNativeChromaSDK.FillThresholdColorsMinMaxRGB(int animationId, int frameId, int minThreshold, int minRed, int minGreen, int minBlue, int maxThreshold, int maxRed, int maxGreen, int maxBlue);
FillThresholdColorsMinMaxRGBName
Fill the specified frame with the min RGB color where the animation color is less than the min threshold AND with the max RGB color where the animation is more than the max threshold. Animation is referenced by name.
UnityNativeChromaSDK.FillThresholdColorsMinMaxRGBName(string path, int frameId, int minThreshold, int minRed, int minGreen, int minBlue, int maxThreshold, int maxRed, int maxGreen, int maxBlue);
FillThresholdColorsMinMaxRGBNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillThresholdColorsMinMaxRGBNameD(string path, double frameId, double minThreshold, double minRed, double minGreen, double minBlue, double maxThreshold, double maxRed, double maxGreen, double maxBlue);
Fill the specified frame with RGB color where the animation color is less than the RGB threshold. Animation is referenced by name.
UnityNativeChromaSDK.FillThresholdColorsName(string path, int frameId, int threshold, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillThresholdColorsNameD(string path, double frameId, double threshold, double color);
Fill the specified frame with RGB color where the animation color is less than the RGB threshold. Animation is referenced by id.
UnityNativeChromaSDK.FillThresholdColorsRGB(int animationId, int frameId, int threshold, int red, int green, int blue);
Fill the specified frame with RGB color where the animation color is less than the RGB threshold. Animation is referenced by name.
UnityNativeChromaSDK.FillThresholdColorsRGBName(string path, int frameId, int threshold, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillThresholdColorsRGBNameD(string path, double frameId, double threshold, double red, double green, double blue);
FillThresholdRGBColorsAllFramesRGB
Fill all frames with RGB color where the animation color is less than the RGB threshold. Animation is referenced by id.
UnityNativeChromaSDK.FillThresholdRGBColorsAllFramesRGB(int animationId, int redThreshold, int greenThreshold, int blueThreshold, int red, int green, int blue);
FillThresholdRGBColorsAllFramesRGBName
Fill all frames with RGB color where the animation color is less than the RGB threshold. Animation is referenced by name.
UnityNativeChromaSDK.FillThresholdRGBColorsAllFramesRGBName(string path, int redThreshold, int greenThreshold, int blueThreshold, int red, int green, int blue);
FillThresholdRGBColorsAllFramesRGBNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillThresholdRGBColorsAllFramesRGBNameD(string path, double redThreshold, double greenThreshold, double blueThreshold, double red, double green, double blue);
Fill the specified frame with RGB color where the animation color is less than the RGB threshold. Animation is referenced by id.
UnityNativeChromaSDK.FillThresholdRGBColorsRGB(int animationId, int frameId, int redThreshold, int greenThreshold, int blueThreshold, int red, int green, int blue);
Fill the specified frame with RGB color where the animation color is less than the RGB threshold. Animation is referenced by name.
UnityNativeChromaSDK.FillThresholdRGBColorsRGBName(string path, int frameId, int redThreshold, int greenThreshold, int blueThreshold, int red, int green, int blue);
FillThresholdRGBColorsRGBNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillThresholdRGBColorsRGBNameD(string path, double frameId, double redThreshold, double greenThreshold, double blueThreshold, double red, double green, double blue);
Fill the specified frame with RGB color where the animation color is zero. Animation is referenced by id.
UnityNativeChromaSDK.FillZeroColor(int animationId, int frameId, int color);
Fill all frames with RGB color where the animation color is zero. Animation is referenced by id.
UnityNativeChromaSDK.FillZeroColorAllFrames(int animationId, int color);
Fill all frames with RGB color where the animation color is zero. Animation is referenced by name.
UnityNativeChromaSDK.FillZeroColorAllFramesName(string path, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillZeroColorAllFramesNameD(string path, double color);
Fill all frames with RGB color where the animation color is zero. Animation is referenced by id.
UnityNativeChromaSDK.FillZeroColorAllFramesRGB(int animationId, int red, int green, int blue);
Fill all frames with RGB color where the animation color is zero. Animation is referenced by name.
UnityNativeChromaSDK.FillZeroColorAllFramesRGBName(string path, int red, int green, int blue);
FillZeroColorAllFramesRGBNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillZeroColorAllFramesRGBNameD(string path, double red, double green, double blue);
Fill the specified frame with RGB color where the animation color is zero. Animation is referenced by name.
UnityNativeChromaSDK.FillZeroColorName(string path, int frameId, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillZeroColorNameD(string path, double frameId, double color);
Fill the specified frame with RGB color where the animation color is zero. Animation is referenced by id.
UnityNativeChromaSDK.FillZeroColorRGB(int animationId, int frameId, int red, int green, int blue);
Fill the specified frame with RGB color where the animation color is zero. Animation is referenced by name.
UnityNativeChromaSDK.FillZeroColorRGBName(string path, int frameId, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.FillZeroColorRGBNameD(string path, double frameId, double red, double green, double blue);
Get the animation color for a frame given the 1D
led
. The led
should
be greater than or equal to 0 and less than the MaxLeds
. Animation is
referenced by id.
int result = UnityNativeChromaSDK.Get1DColor(int animationId, int frameId, int led);
Get the animation color for a frame given the 1D
led
. The led
should
be greater than or equal to 0 and less than the MaxLeds
. Animation is
referenced by name.
int result = UnityNativeChromaSDK.Get1DColorName(string path, int frameId, int led);
D suffix for limited data types.
double result = UnityNativeChromaSDK.Get1DColorNameD(string path, double frameId, double led);
Get the animation color for a frame given the 2D
row
and column
. The
row
should be greater than or equal to 0 and less than the MaxRow
.
The column
should be greater than or equal to 0 and less than the MaxColumn
.
Animation is referenced by id.
int result = UnityNativeChromaSDK.Get2DColor(int animationId, int frameId, int row, int column);
Get the animation color for a frame given the 2D
row
and column
. The
row
should be greater than or equal to 0 and less than the MaxRow
.
The column
should be greater than or equal to 0 and less than the MaxColumn
.
Animation is referenced by name.
int result = UnityNativeChromaSDK.Get2DColorName(string path, int frameId, int row, int column);
D suffix for limited data types.
double result = UnityNativeChromaSDK.Get2DColorNameD(string path, double frameId, double row, double column);
Get the animation id for the named animation.
int result = UnityNativeChromaSDK.GetAnimation(string name);
PluginGetAnimationCount
will return the number of loaded animations.
int result = UnityNativeChromaSDK.GetAnimationCount();
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetAnimationD(string name);
PluginGetAnimationId
will return the animationId
given the index
of
the loaded animation. The index
is zero-based and less than the number
returned by PluginGetAnimationCount
. Use PluginGetAnimationName
to
get the name of the animation.
int result = UnityNativeChromaSDK.GetAnimationId(int index);
PluginGetAnimationName
takes an animationId
and returns the name of
the animation of the .chroma
animation file. If a name is not available
then an empty string will be returned.
string result = UnityNativeChromaSDK.GetAnimationName(int animationId);
Get the current frame of the animation referenced by id.
int result = UnityNativeChromaSDK.GetCurrentFrame(int animationId);
Get the current frame of the animation referenced by name.
int result = UnityNativeChromaSDK.GetCurrentFrameName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetCurrentFrameNameD(string path);
Returns the EChromaSDKDevice1DEnum
or EChromaSDKDevice2DEnum
of a Chroma
animation respective to the deviceType
, as an integer upon success. Returns
-1 upon failure.
int result = UnityNativeChromaSDK.GetDevice(int animationId);
Returns the EChromaSDKDevice1DEnum
or EChromaSDKDevice2DEnum
of a Chroma
animation respective to the deviceType
, as an integer upon success. Returns
-1 upon failure.
int result = UnityNativeChromaSDK.GetDeviceName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetDeviceNameD(string path);
Returns the EChromaSDKDeviceTypeEnum
of a Chroma
animation as an integer
upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.GetDeviceType(int animationId);
Returns the EChromaSDKDeviceTypeEnum
of a Chroma
animation as an integer
upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.GetDeviceTypeName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetDeviceTypeNameD(string path);
Gets the frame colors and duration (in seconds) for a Chroma
animation.
The color
is expected to be an array of the expected dimensions for the
deviceType/device
. The length
parameter is the size of the color
array. For EChromaSDKDevice1DEnum
the array size should be MAX LEDS
.
For EChromaSDKDevice2DEnum
the array size should be MAX ROW
* MAX COLUMN
. Returns the animation id upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.GetFrame(int animationId, int frameIndex, out float duration, int[] colors, int length);
Returns the frame count of a Chroma
animation upon success. Returns -1
upon failure.
int result = UnityNativeChromaSDK.GetFrameCount(int animationId);
Returns the frame count of a Chroma
animation upon success. Returns -1
upon failure.
int result = UnityNativeChromaSDK.GetFrameCountName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetFrameCountNameD(string path);
Get the color of an animation key for the given frame referenced by id.
int result = UnityNativeChromaSDK.GetKeyColor(int animationId, int frameId, int rzkey);
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetKeyColorD(string path, double frameId, double rzkey);
Get the color of an animation key for the given frame referenced by name.
int result = UnityNativeChromaSDK.GetKeyColorName(string path, int frameId, int rzkey);
Returns RZRESULT_SUCCESS
if the plugin has been initialized successfully.
Returns RZRESULT_DLL_NOT_FOUND
if core Chroma library is not found. Returns
RZRESULT_DLL_INVALID_SIGNATURE
if core Chroma library has an invalid
signature.
long result = UnityNativeChromaSDK.GetLibraryLoadedState();
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetLibraryLoadedStateD();
Returns the MAX COLUMN
given the EChromaSDKDevice2DEnum
device as an
integer upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.GetMaxColumn(Device2D device);
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetMaxColumnD(double device);
Returns the MAX LEDS given the EChromaSDKDevice1DEnum
device as an integer
upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.GetMaxLeds(Device1D device);
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetMaxLedsD(double device);
Returns the MAX ROW
given the EChromaSDKDevice2DEnum
device as an integer
upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.GetMaxRow(Device2D device);
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetMaxRowD(double device);
PluginGetPlayingAnimationCount
will return the number of playing animations.
int result = UnityNativeChromaSDK.GetPlayingAnimationCount();
PluginGetPlayingAnimationId
will return the animationId
given the index
of the playing animation. The index
is zero-based and less than the number
returned by PluginGetPlayingAnimationCount
. Use PluginGetAnimationName
to get the name of the animation.
int result = UnityNativeChromaSDK.GetPlayingAnimationId(int index);
Get the RGB color given red, green, and blue.
int result = UnityNativeChromaSDK.GetRGB(int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.GetRGBD(double red, double green, double blue);
Check if the animation has loop enabled referenced by id.
bool result = UnityNativeChromaSDK.HasAnimationLoop(int animationId);
Check if the animation has loop enabled referenced by name.
bool result = UnityNativeChromaSDK.HasAnimationLoopName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.HasAnimationLoopNameD(string path);
Initialize the ChromaSDK. Zero indicates success, otherwise failure. Many API methods auto initialize the ChromaSDK if not already initialized.
long result = UnityNativeChromaSDK.Init();
D suffix for limited data types.
double result = UnityNativeChromaSDK.InitD();
Insert an animation delay by duplicating the frame by the delay number of times. Animation is referenced by id.
UnityNativeChromaSDK.InsertDelay(int animationId, int frameId, int delay);
Insert an animation delay by duplicating the frame by the delay number of times. Animation is referenced by name.
UnityNativeChromaSDK.InsertDelayName(string path, int frameId, int delay);
D suffix for limited data types.
double result = UnityNativeChromaSDK.InsertDelayNameD(string path, double frameId, double delay);
Duplicate the source frame index at the target frame index. Animation is referenced by id.
UnityNativeChromaSDK.InsertFrame(int animationId, int sourceFrame, int targetFrame);
Duplicate the source frame index at the target frame index. Animation is referenced by name.
UnityNativeChromaSDK.InsertFrameName(string path, int sourceFrame, int targetFrame);
D suffix for limited data types.
double result = UnityNativeChromaSDK.InsertFrameNameD(string path, double sourceFrame, double targetFrame);
Invert all the colors at the specified frame. Animation is referenced by id.
UnityNativeChromaSDK.InvertColors(int animationId, int frameId);
Invert all the colors for all frames. Animation is referenced by id.
UnityNativeChromaSDK.InvertColorsAllFrames(int animationId);
Invert all the colors for all frames. Animation is referenced by name.
UnityNativeChromaSDK.InvertColorsAllFramesName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.InvertColorsAllFramesNameD(string path);
Invert all the colors at the specified frame. Animation is referenced by name.
UnityNativeChromaSDK.InvertColorsName(string path, int frameId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.InvertColorsNameD(string path, double frameId);
Check if the animation is paused referenced by id.
bool result = UnityNativeChromaSDK.IsAnimationPaused(int animationId);
Check if the animation is paused referenced by name.
bool result = UnityNativeChromaSDK.IsAnimationPausedName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.IsAnimationPausedNameD(string path);
The editor dialog is a non-blocking modal window, this method returns true if the modal window is open, otherwise false.
bool result = UnityNativeChromaSDK.IsDialogOpen();
D suffix for limited data types.
double result = UnityNativeChromaSDK.IsDialogOpenD();
Returns true if the plugin has been initialized. Returns false if the plugin is uninitialized.
bool result = UnityNativeChromaSDK.IsInitialized();
D suffix for limited data types.
double result = UnityNativeChromaSDK.IsInitializedD();
If the method can be invoked the method returns true.
bool result = UnityNativeChromaSDK.IsPlatformSupported();
D suffix for limited data types.
double result = UnityNativeChromaSDK.IsPlatformSupportedD();
PluginIsPlayingName
automatically handles initializing the ChromaSDK
.
The named .chroma
animation file will be automatically opened. The method
will return whether the animation is playing or not. Animation is referenced
by id.
bool result = UnityNativeChromaSDK.IsPlaying(int animationId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.IsPlayingD(double animationId);
PluginIsPlayingName
automatically handles initializing the ChromaSDK
.
The named .chroma
animation file will be automatically opened. The method
will return whether the animation is playing or not. Animation is referenced
by name.
bool result = UnityNativeChromaSDK.IsPlayingName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.IsPlayingNameD(string path);
PluginIsPlayingType
automatically handles initializing the ChromaSDK
.
If any animation is playing for the deviceType
and device
combination,
the method will return true, otherwise false.
bool result = UnityNativeChromaSDK.IsPlayingType(int deviceType, int device);
D suffix for limited data types.
double result = UnityNativeChromaSDK.IsPlayingTypeD(double deviceType, double device);
Do a lerp math operation on a float.
float result = UnityNativeChromaSDK.Lerp(float start, float end, float amt);
Lerp from one color to another given t in the range 0.0 to 1.0.
int result = UnityNativeChromaSDK.LerpColor(int from, int to, float t);
Loads Chroma
effects so that the animation can be played immediately.
Returns the animation id upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.LoadAnimation(int animationId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.LoadAnimationD(double animationId);
Load the named animation.
UnityNativeChromaSDK.LoadAnimationName(string path);
Load a composite set of animations.
UnityNativeChromaSDK.LoadComposite(string name);
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color defaults to color. Animation is referenced by id.
UnityNativeChromaSDK.MakeBlankFrames(int animationId, int frameCount, float duration, int color);
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color defaults to color. Animation is referenced by name.
UnityNativeChromaSDK.MakeBlankFramesName(string path, int frameCount, float duration, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.MakeBlankFramesNameD(string path, double frameCount, double duration, double color);
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color is random. Animation is referenced by id.
UnityNativeChromaSDK.MakeBlankFramesRandom(int animationId, int frameCount, float duration);
MakeBlankFramesRandomBlackAndWhite
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color is random black and white. Animation is referenced by id.
UnityNativeChromaSDK.MakeBlankFramesRandomBlackAndWhite(int animationId, int frameCount, float duration);
MakeBlankFramesRandomBlackAndWhiteName
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color is random black and white. Animation is referenced by name.
UnityNativeChromaSDK.MakeBlankFramesRandomBlackAndWhiteName(string path, int frameCount, float duration);
MakeBlankFramesRandomBlackAndWhiteNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.MakeBlankFramesRandomBlackAndWhiteNameD(string path, double frameCount, double duration);
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color is random. Animation is referenced by name.
UnityNativeChromaSDK.MakeBlankFramesRandomName(string path, int frameCount, float duration);
D suffix for limited data types.
double result = UnityNativeChromaSDK.MakeBlankFramesRandomNameD(string path, double frameCount, double duration);
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color defaults to color. Animation is referenced by id.
UnityNativeChromaSDK.MakeBlankFramesRGB(int animationId, int frameCount, float duration, int red, int green, int blue);
Make a blank animation for the length of the frame count. Frame duration defaults to the duration. The frame color defaults to color. Animation is referenced by name.
UnityNativeChromaSDK.MakeBlankFramesRGBName(string path, int frameCount, float duration, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.MakeBlankFramesRGBNameD(string path, double frameCount, double duration, double red, double green, double blue);
Flips the color grid horizontally for all Chroma
animation frames. Returns
the animation id upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.MirrorHorizontally(int animationId);
Flips the color grid vertically for all Chroma
animation frames. This
method has no effect for EChromaSDKDevice1DEnum
devices. Returns the
animation id upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.MirrorVertically(int animationId);
Multiply the color intensity with the lerp result from color 1 to color
2 using the frame index divided by the frame count for the t
parameter.
Animation is referenced in id.
UnityNativeChromaSDK.MultiplyColorLerpAllFrames(int animationId, int color1, int color2);
MultiplyColorLerpAllFramesName
Multiply the color intensity with the lerp result from color 1 to color
2 using the frame index divided by the frame count for the t
parameter.
Animation is referenced in name.
UnityNativeChromaSDK.MultiplyColorLerpAllFramesName(string path, int color1, int color2);
MultiplyColorLerpAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyColorLerpAllFramesNameD(string path, double color1, double color2);
Multiply all the colors in the frame by the intensity value. The valid the intensity range is from 0.0 to 255.0. RGB components are multiplied equally. An intensity of 0.5 would half the color value. Black colors in the frame will not be affected by this method.
UnityNativeChromaSDK.MultiplyIntensity(int animationId, int frameId, float intensity);
Multiply all the colors for all frames by the intensity value. The valid the intensity range is from 0.0 to 255.0. RGB components are multiplied equally. An intensity of 0.5 would half the color value. Black colors in the frame will not be affected by this method.
UnityNativeChromaSDK.MultiplyIntensityAllFrames(int animationId, float intensity);
MultiplyIntensityAllFramesName
Multiply all the colors for all frames by the intensity value. The valid the intensity range is from 0.0 to 255.0. RGB components are multiplied equally. An intensity of 0.5 would half the color value. Black colors in the frame will not be affected by this method.
UnityNativeChromaSDK.MultiplyIntensityAllFramesName(string path, float intensity);
MultiplyIntensityAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyIntensityAllFramesNameD(string path, double intensity);
Multiply all frames by the RBG color intensity. Animation is referenced by id.
UnityNativeChromaSDK.MultiplyIntensityAllFramesRGB(int animationId, int red, int green, int blue);
MultiplyIntensityAllFramesRGBName
Multiply all frames by the RBG color intensity. Animation is referenced by name.
UnityNativeChromaSDK.MultiplyIntensityAllFramesRGBName(string path, int red, int green, int blue);
MultiplyIntensityAllFramesRGBNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyIntensityAllFramesRGBNameD(string path, double red, double green, double blue);
Multiply the specific frame by the RBG color intensity. Animation is referenced by id.
UnityNativeChromaSDK.MultiplyIntensityColor(int animationId, int frameId, int color);
MultiplyIntensityColorAllFrames
Multiply all frames by the RBG color intensity. Animation is referenced by id.
UnityNativeChromaSDK.MultiplyIntensityColorAllFrames(int animationId, int color);
MultiplyIntensityColorAllFramesName
Multiply all frames by the RBG color intensity. Animation is referenced by name.
UnityNativeChromaSDK.MultiplyIntensityColorAllFramesName(string path, int color);
MultiplyIntensityColorAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyIntensityColorAllFramesNameD(string path, double color);
Multiply the specific frame by the RBG color intensity. Animation is referenced by name.
UnityNativeChromaSDK.MultiplyIntensityColorName(string path, int frameId, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyIntensityColorNameD(string path, double frameId, double color);
Multiply all the colors in the frame by the intensity value. The valid the intensity range is from 0.0 to 255.0. RGB components are multiplied equally. An intensity of 0.5 would half the color value. Black colors in the frame will not be affected by this method.
UnityNativeChromaSDK.MultiplyIntensityName(string path, int frameId, float intensity);
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyIntensityNameD(string path, double frameId, double intensity);
Multiply the specific frame by the RBG color intensity. Animation is referenced by id.
UnityNativeChromaSDK.MultiplyIntensityRGB(int animationId, int frameId, int red, int green, int blue);
Multiply the specific frame by the RBG color intensity. Animation is referenced by name.
UnityNativeChromaSDK.MultiplyIntensityRGBName(string path, int frameId, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyIntensityRGBNameD(string path, double frameId, double red, double green, double blue);
MultiplyNonZeroTargetColorLerp
Multiply the specific frame by the color lerp result between color 1 and
2 using the frame color value as the t
value. Animation is referenced
by id.
UnityNativeChromaSDK.MultiplyNonZeroTargetColorLerp(int animationId, int frameId, int color1, int color2);
MultiplyNonZeroTargetColorLerpAllFrames
Multiply all frames by the color lerp result between color 1 and 2 using
the frame color value as the t
value. Animation is referenced by id.
UnityNativeChromaSDK.MultiplyNonZeroTargetColorLerpAllFrames(int animationId, int color1, int color2);
MultiplyNonZeroTargetColorLerpAllFramesName
Multiply all frames by the color lerp result between color 1 and 2 using
the frame color value as the t
value. Animation is referenced by name.
UnityNativeChromaSDK.MultiplyNonZeroTargetColorLerpAllFramesName(string path, int color1, int color2);
MultiplyNonZeroTargetColorLerpAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyNonZeroTargetColorLerpAllFramesNameD(string path, double color1, double color2);
MultiplyNonZeroTargetColorLerpAllFramesRGB
Multiply the specific frame by the color lerp result between RGB 1 and 2
using the frame color value as the t
value. Animation is referenced by
id.
UnityNativeChromaSDK.MultiplyNonZeroTargetColorLerpAllFramesRGB(int animationId, int red1, int green1, int blue1, int red2, int green2, int blue2);
MultiplyNonZeroTargetColorLerpAllFramesRGBName
Multiply the specific frame by the color lerp result between RGB 1 and 2
using the frame color value as the t
value. Animation is referenced by
name.
UnityNativeChromaSDK.MultiplyNonZeroTargetColorLerpAllFramesRGBName(string path, int red1, int green1, int blue1, int red2, int green2, int blue2);
MultiplyNonZeroTargetColorLerpAllFramesRGBNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyNonZeroTargetColorLerpAllFramesRGBNameD(string path, double red1, double green1, double blue1, double red2, double green2, double blue2);
Multiply the specific frame by the color lerp result between color 1 and
2 using the frame color value as the t
value. Animation is referenced
by id.
UnityNativeChromaSDK.MultiplyTargetColorLerp(int animationId, int frameId, int color1, int color2);
MultiplyTargetColorLerpAllFrames
Multiply all frames by the color lerp result between color 1 and 2 using
the frame color value as the t
value. Animation is referenced by id.
UnityNativeChromaSDK.MultiplyTargetColorLerpAllFrames(int animationId, int color1, int color2);
MultiplyTargetColorLerpAllFramesName
Multiply all frames by the color lerp result between color 1 and 2 using
the frame color value as the t
value. Animation is referenced by name.
UnityNativeChromaSDK.MultiplyTargetColorLerpAllFramesName(string path, int color1, int color2);
MultiplyTargetColorLerpAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyTargetColorLerpAllFramesNameD(string path, double color1, double color2);
MultiplyTargetColorLerpAllFramesRGB
Multiply all frames by the color lerp result between RGB 1 and 2 using the
frame color value as the t
value. Animation is referenced by id.
UnityNativeChromaSDK.MultiplyTargetColorLerpAllFramesRGB(int animationId, int red1, int green1, int blue1, int red2, int green2, int blue2);
MultiplyTargetColorLerpAllFramesRGBName
Multiply all frames by the color lerp result between RGB 1 and 2 using the
frame color value as the t
value. Animation is referenced by name.
UnityNativeChromaSDK.MultiplyTargetColorLerpAllFramesRGBName(string path, int red1, int green1, int blue1, int red2, int green2, int blue2);
MultiplyTargetColorLerpAllFramesRGBNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.MultiplyTargetColorLerpAllFramesRGBNameD(string path, double red1, double green1, double blue1, double red2, double green2, double blue2);
Offset all colors in the frame using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
UnityNativeChromaSDK.OffsetColors(int animationId, int frameId, int red, int green, int blue);
Offset all colors for all frames using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
UnityNativeChromaSDK.OffsetColorsAllFrames(int animationId, int red, int green, int blue);
Offset all colors for all frames using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
UnityNativeChromaSDK.OffsetColorsAllFramesName(string path, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.OffsetColorsAllFramesNameD(string path, double red, double green, double blue);
Offset all colors in the frame using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
UnityNativeChromaSDK.OffsetColorsName(string path, int frameId, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.OffsetColorsNameD(string path, double frameId, double red, double green, double blue);
This method will only update colors in the animation that are not already set to black. Offset a subset of colors in the frame using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
UnityNativeChromaSDK.OffsetNonZeroColors(int animationId, int frameId, int red, int green, int blue);
This method will only update colors in the animation that are not already set to black. Offset a subset of colors for all frames using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
UnityNativeChromaSDK.OffsetNonZeroColorsAllFrames(int animationId, int red, int green, int blue);
OffsetNonZeroColorsAllFramesName
This method will only update colors in the animation that are not already set to black. Offset a subset of colors for all frames using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
UnityNativeChromaSDK.OffsetNonZeroColorsAllFramesName(string path, int red, int green, int blue);
OffsetNonZeroColorsAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.OffsetNonZeroColorsAllFramesNameD(string path, double red, double green, double blue);
This method will only update colors in the animation that are not already set to black. Offset a subset of colors in the frame using the RGB offset. Use the range of -255 to 255 for red, green, and blue parameters. Negative values remove color. Positive values add color.
UnityNativeChromaSDK.OffsetNonZeroColorsName(string path, int frameId, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.OffsetNonZeroColorsNameD(string path, double frameId, double red, double green, double blue);
Opens a Chroma
animation file so that it can be played. Returns an animation
id >= 0 upon success. Returns -1 if there was a failure. The animation
id is used in most of the API methods.
int result = UnityNativeChromaSDK.OpenAnimation(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.OpenAnimationD(string path);
Opens a Chroma
animation data from memory so that it can be played. Data
is a pointer to byte array of the loaded animation in memory. Name
will
be assigned to the animation when loaded. Returns an animation id >= 0
upon success. Returns -1 if there was a failure. The animation id is used
in most of the API methods.
int result = UnityNativeChromaSDK.OpenAnimationFromMemory(byte[] data, string name);
Opens a Chroma
animation file with the .chroma
extension. Returns zero
upon success. Returns -1 if there was a failure.
int result = UnityNativeChromaSDK.OpenEditorDialog(string path);
Open the named animation in the editor dialog and play the animation at start.
int result = UnityNativeChromaSDK.OpenEditorDialogAndPlay(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.OpenEditorDialogAndPlayD(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.OpenEditorDialogD(string path);
Sets the duration
for all grames in the Chroma
animation to the duration
parameter. Returns the animation id upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.OverrideFrameDuration(int animationId, float duration);
D suffix for limited data types.
double result = UnityNativeChromaSDK.OverrideFrameDurationD(double animationId, double duration);
Override the duration of all frames with the duration
value. Animation
is referenced by name.
UnityNativeChromaSDK.OverrideFrameDurationName(string path, float duration);
Pause the current animation referenced by id.
UnityNativeChromaSDK.PauseAnimation(int animationId);
Pause the current animation referenced by name.
UnityNativeChromaSDK.PauseAnimationName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.PauseAnimationNameD(string path);
Plays the Chroma
animation. This will load the animation, if not loaded
previously. Returns the animation id upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.PlayAnimation(int animationId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.PlayAnimationD(double animationId);
PluginPlayAnimationFrame
automatically handles initializing the ChromaSDK
.
The method will play the animation given the animationId
with looping
on
or off
starting at the frameId
.
UnityNativeChromaSDK.PlayAnimationFrame(int animationId, int frameId, bool loop);
PluginPlayAnimationFrameName
automatically handles initializing the ChromaSDK
.
The named .chroma
animation file will be automatically opened. The animation
will play with looping on
or off
starting at the frameId
.
UnityNativeChromaSDK.PlayAnimationFrameName(string path, int frameId, bool loop);
D suffix for limited data types.
double result = UnityNativeChromaSDK.PlayAnimationFrameNameD(string path, double frameId, double loop);
PluginPlayAnimationLoop
automatically handles initializing the ChromaSDK
.
The method will play the animation given the animationId
with looping
on
or off
.
UnityNativeChromaSDK.PlayAnimationLoop(int animationId, bool loop);
PluginPlayAnimationName
automatically handles initializing the ChromaSDK
.
The named .chroma
animation file will be automatically opened. The animation
will play with looping on
or off
.
UnityNativeChromaSDK.PlayAnimationName(string path, bool loop);
D suffix for limited data types.
double result = UnityNativeChromaSDK.PlayAnimationNameD(string path, double loop);
PluginPlayComposite
automatically handles initializing the ChromaSDK
.
The named animation files for the .chroma
set will be automatically opened.
The set of animations will play with looping on
or off
.
UnityNativeChromaSDK.PlayComposite(string name, bool loop);
D suffix for limited data types.
double result = UnityNativeChromaSDK.PlayCompositeD(string name, double loop);
Displays the Chroma
animation frame on Chroma
hardware given the frameIndex
.
Returns the animation id upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.PreviewFrame(int animationId, int frameIndex);
D suffix for limited data types.
double result = UnityNativeChromaSDK.PreviewFrameD(double animationId, double frameIndex);
Displays the Chroma
animation frame on Chroma
hardware given the frameIndex
.
Animaton is referenced by name.
UnityNativeChromaSDK.PreviewFrameName(string path, int frameIndex);
Reduce the frames of the animation by removing every nth element. Animation is referenced by id.
UnityNativeChromaSDK.ReduceFrames(int animationId, int n);
Reduce the frames of the animation by removing every nth element. Animation is referenced by name.
UnityNativeChromaSDK.ReduceFramesName(string path, int n);
D suffix for limited data types.
double result = UnityNativeChromaSDK.ReduceFramesNameD(string path, double n);
Resets the Chroma
animation to 1 blank frame. Returns the animation id
upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.ResetAnimation(int animationId);
Resume the animation with loop ON
or OFF
referenced by id.
UnityNativeChromaSDK.ResumeAnimation(int animationId, bool loop);
Resume the animation with loop ON
or OFF
referenced by name.
UnityNativeChromaSDK.ResumeAnimationName(string path, bool loop);
D suffix for limited data types.
double result = UnityNativeChromaSDK.ResumeAnimationNameD(string path, double loop);
Reverse the animation frame order of the Chroma
animation. Returns the
animation id upon success. Returns -1 upon failure. Animation is referenced
by id.
int result = UnityNativeChromaSDK.Reverse(int animationId);
Reverse the animation frame order of the Chroma
animation. Animation is
referenced by id.
UnityNativeChromaSDK.ReverseAllFrames(int animationId);
Reverse the animation frame order of the Chroma
animation. Animation is
referenced by name.
UnityNativeChromaSDK.ReverseAllFramesName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.ReverseAllFramesNameD(string path);
Save the animation referenced by id to the path specified.
int result = UnityNativeChromaSDK.SaveAnimation(int animationId, string path);
Save the named animation to the target path specified.
int result = UnityNativeChromaSDK.SaveAnimationName(string sourceAnimation, string targetAnimation);
Set the animation color for a frame given the 1D
led
. The led
should
be greater than or equal to 0 and less than the MaxLeds
. The animation
is referenced by id.
UnityNativeChromaSDK.Set1DColor(int animationId, int frameId, int led, int color);
Set the animation color for a frame given the 1D
led
. The led
should
be greater than or equal to 0 and less than the MaxLeds
. The animation
is referenced by name.
UnityNativeChromaSDK.Set1DColorName(string path, int frameId, int led, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.Set1DColorNameD(string path, double frameId, double led, double color);
Set the animation color for a frame given the 2D
row
and column
. The
row
should be greater than or equal to 0 and less than the MaxRow
.
The column
should be greater than or equal to 0 and less than the MaxColumn
.
The animation is referenced by id.
UnityNativeChromaSDK.Set2DColor(int animationId, int frameId, int row, int column, int color);
Set the animation color for a frame given the 2D
row
and column
. The
row
should be greater than or equal to 0 and less than the MaxRow
.
The column
should be greater than or equal to 0 and less than the MaxColumn
.
The animation is referenced by name.
UnityNativeChromaSDK.Set2DColorName(string path, int frameId, int row, int column, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.Set2DColorNameD(string path, double frameId, double rowColumnIndex, double color);
When custom color is set, the custom key mode will be used. The animation is referenced by id.
UnityNativeChromaSDK.SetChromaCustomColorAllFrames(int animationId);
SetChromaCustomColorAllFramesName
When custom color is set, the custom key mode will be used. The animation is referenced by name.
UnityNativeChromaSDK.SetChromaCustomColorAllFramesName(string path);
SetChromaCustomColorAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetChromaCustomColorAllFramesNameD(string path);
Set the Chroma custom key color flag on all frames. True
changes the layout
from grid to key. True
changes the layout from key to grid. Animation
is referenced by id.
UnityNativeChromaSDK.SetChromaCustomFlag(int animationId, bool flag);
Set the Chroma custom key color flag on all frames. True
changes the layout
from grid to key. True
changes the layout from key to grid. Animation
is referenced by name.
UnityNativeChromaSDK.SetChromaCustomFlagName(string path, bool flag);
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetChromaCustomFlagNameD(string path, double flag);
Set the current frame of the animation referenced by id.
UnityNativeChromaSDK.SetCurrentFrame(int animationId, int frameId);
Set the current frame of the animation referenced by name.
UnityNativeChromaSDK.SetCurrentFrameName(string path, int frameId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetCurrentFrameNameD(string path, double frameId);
Changes the deviceType
and device
of a Chroma
animation. If the device
is changed, the Chroma
animation will be reset with 1 blank frame. Returns
the animation id upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.SetDevice(int animationId, int deviceType, int device);
SetEffect will display the referenced effect id.
long result = UnityNativeChromaSDK.SetEffect(Guid effectId);
When the idle animation is used, the named animation will play when no other animations are playing. Reference the animation by id.
UnityNativeChromaSDK.SetIdleAnimation(int animationId);
When the idle animation is used, the named animation will play when no other animations are playing. Reference the animation by name.
UnityNativeChromaSDK.SetIdleAnimationName(string path);
Set animation key to a static color for the given frame.
UnityNativeChromaSDK.SetKeyColor(int animationId, int frameId, int rzkey, int color);
Set the key to the specified key color for all frames. Animation is referenced by id.
UnityNativeChromaSDK.SetKeyColorAllFrames(int animationId, int rzkey, int color);
Set the key to the specified key color for all frames. Animation is referenced by name.
UnityNativeChromaSDK.SetKeyColorAllFramesName(string path, int rzkey, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetKeyColorAllFramesNameD(string path, double rzkey, double color);
Set the key to the specified key color for all frames. Animation is referenced by id.
UnityNativeChromaSDK.SetKeyColorAllFramesRGB(int animationId, int rzkey, int red, int green, int blue);
Set the key to the specified key color for all frames. Animation is referenced by name.
UnityNativeChromaSDK.SetKeyColorAllFramesRGBName(string path, int rzkey, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetKeyColorAllFramesRGBNameD(string path, double rzkey, double red, double green, double blue);
Set animation key to a static color for the given frame.
UnityNativeChromaSDK.SetKeyColorName(string path, int frameId, int rzkey, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetKeyColorNameD(string path, double frameId, double rzkey, double color);
Set the key to the specified key color for the specified frame. Animation is referenced by id.
UnityNativeChromaSDK.SetKeyColorRGB(int animationId, int frameId, int rzkey, int red, int green, int blue);
Set the key to the specified key color for the specified frame. Animation is referenced by name.
UnityNativeChromaSDK.SetKeyColorRGBName(string path, int frameId, int rzkey, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetKeyColorRGBNameD(string path, double frameId, double rzkey, double red, double green, double blue);
Set animation key to a static color for the given frame if the existing color is not already black.
UnityNativeChromaSDK.SetKeyNonZeroColor(int animationId, int frameId, int rzkey, int color);
Set animation key to a static color for the given frame if the existing color is not already black.
UnityNativeChromaSDK.SetKeyNonZeroColorName(string path, int frameId, int rzkey, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetKeyNonZeroColorNameD(string path, double frameId, double rzkey, double color);
Set the key to the specified key color for the specified frame where color is not black. Animation is referenced by id.
UnityNativeChromaSDK.SetKeyNonZeroColorRGB(int animationId, int frameId, int rzkey, int red, int green, int blue);
Set the key to the specified key color for the specified frame where color is not black. Animation is referenced by name.
UnityNativeChromaSDK.SetKeyNonZeroColorRGBName(string path, int frameId, int rzkey, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetKeyNonZeroColorRGBNameD(string path, double frameId, double rzkey, double red, double green, double blue);
Set an array of animation keys to a static color for the given frame. Animation is referenced by id.
UnityNativeChromaSDK.SetKeysColor(int animationId, int frameId, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for all frames. Animation is referenced by id.
UnityNativeChromaSDK.SetKeysColorAllFrames(int animationId, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for all frames. Animation is referenced by name.
UnityNativeChromaSDK.SetKeysColorAllFramesName(string path, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for all frames. Animation is referenced by id.
UnityNativeChromaSDK.SetKeysColorAllFramesRGB(int animationId, int[] rzkeys, int keyCount, int red, int green, int blue);
Set an array of animation keys to a static color for all frames. Animation is referenced by name.
UnityNativeChromaSDK.SetKeysColorAllFramesRGBName(string path, int[] rzkeys, int keyCount, int red, int green, int blue);
Set an array of animation keys to a static color for the given frame.
UnityNativeChromaSDK.SetKeysColorName(string path, int frameId, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for the given frame. Animation is referenced by id.
UnityNativeChromaSDK.SetKeysColorRGB(int animationId, int frameId, int[] rzkeys, int keyCount, int red, int green, int blue);
Set an array of animation keys to a static color for the given frame. Animation is referenced by name.
UnityNativeChromaSDK.SetKeysColorRGBName(string path, int frameId, int[] rzkeys, int keyCount, int red, int green, int blue);
Set an array of animation keys to a static color for the given frame if the existing color is not already black.
UnityNativeChromaSDK.SetKeysNonZeroColor(int animationId, int frameId, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for the given frame where the color is not black. Animation is referenced by id.
UnityNativeChromaSDK.SetKeysNonZeroColorAllFrames(int animationId, int[] rzkeys, int keyCount, int color);
SetKeysNonZeroColorAllFramesName
Set an array of animation keys to a static color for all frames if the existing color is not already black. Reference animation by name.
UnityNativeChromaSDK.SetKeysNonZeroColorAllFramesName(string path, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for the given frame if the existing color is not already black. Reference animation by name.
UnityNativeChromaSDK.SetKeysNonZeroColorName(string path, int frameId, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for the given frame where the color is not black. Animation is referenced by id.
UnityNativeChromaSDK.SetKeysNonZeroColorRGB(int animationId, int frameId, int[] rzkeys, int keyCount, int red, int green, int blue);
Set an array of animation keys to a static color for the given frame where the color is not black. Animation is referenced by name.
UnityNativeChromaSDK.SetKeysNonZeroColorRGBName(string path, int frameId, int[] rzkeys, int keyCount, int red, int green, int blue);
Set an array of animation keys to a static color for the given frame where the color is black. Animation is referenced by id.
UnityNativeChromaSDK.SetKeysZeroColor(int animationId, int frameId, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for all frames where the color is black. Animation is referenced by id.
UnityNativeChromaSDK.SetKeysZeroColorAllFrames(int animationId, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for all frames where the color is black. Animation is referenced by name.
UnityNativeChromaSDK.SetKeysZeroColorAllFramesName(string path, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for all frames where the color is black. Animation is referenced by id.
UnityNativeChromaSDK.SetKeysZeroColorAllFramesRGB(int animationId, int[] rzkeys, int keyCount, int red, int green, int blue);
SetKeysZeroColorAllFramesRGBName
Set an array of animation keys to a static color for all frames where the color is black. Animation is referenced by name.
UnityNativeChromaSDK.SetKeysZeroColorAllFramesRGBName(string path, int[] rzkeys, int keyCount, int red, int green, int blue);
Set an array of animation keys to a static color for the given frame where the color is black. Animation is referenced by name.
UnityNativeChromaSDK.SetKeysZeroColorName(string path, int frameId, int[] rzkeys, int keyCount, int color);
Set an array of animation keys to a static color for the given frame where the color is black. Animation is referenced by id.
UnityNativeChromaSDK.SetKeysZeroColorRGB(int animationId, int frameId, int[] rzkeys, int keyCount, int red, int green, int blue);
Set an array of animation keys to a static color for the given frame where the color is black. Animation is referenced by name.
UnityNativeChromaSDK.SetKeysZeroColorRGBName(string path, int frameId, int[] rzkeys, int keyCount, int red, int green, int blue);
Set animation key to a static color for the given frame where the color is black. Animation is referenced by id.
UnityNativeChromaSDK.SetKeyZeroColor(int animationId, int frameId, int rzkey, int color);
Set animation key to a static color for the given frame where the color is black. Animation is referenced by name.
UnityNativeChromaSDK.SetKeyZeroColorName(string path, int frameId, int rzkey, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetKeyZeroColorNameD(string path, double frameId, double rzkey, double color);
Set animation key to a static color for the given frame where the color is black. Animation is referenced by id.
UnityNativeChromaSDK.SetKeyZeroColorRGB(int animationId, int frameId, int rzkey, int red, int green, int blue);
Set animation key to a static color for the given frame where the color is black. Animation is referenced by name.
UnityNativeChromaSDK.SetKeyZeroColorRGBName(string path, int frameId, int rzkey, int red, int green, int blue);
D suffix for limited data types.
double result = UnityNativeChromaSDK.SetKeyZeroColorRGBNameD(string path, double frameId, double rzkey, double red, double green, double blue);
Invokes the setup for a debug logging callback so that stdout
is redirected
to the callback. This is used by Unity
so that debug messages can appear
in the console window.
UnityNativeChromaSDK.SetLogDelegate(IntPtr fp);
PluginStaticColor
sets the target device to the static color.
UnityNativeChromaSDK.StaticColor(int deviceType, int device, int color);
D suffix for limited data types.
double result = UnityNativeChromaSDK.StaticColorD(double deviceType, double device, double color);
PluginStopAll
will automatically stop all animations that are playing.
UnityNativeChromaSDK.StopAll();
Stops animation playback if in progress. Returns the animation id upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.StopAnimation(int animationId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.StopAnimationD(double animationId);
PluginStopAnimationName
automatically handles initializing the ChromaSDK
.
The named .chroma
animation file will be automatically opened. The animation
will stop if playing.
UnityNativeChromaSDK.StopAnimationName(string path);
D suffix for limited data types.
double result = UnityNativeChromaSDK.StopAnimationNameD(string path);
PluginStopAnimationType
automatically handles initializing the ChromaSDK
.
If any animation is playing for the deviceType
and device
combination,
it will be stopped.
UnityNativeChromaSDK.StopAnimationType(int deviceType, int device);
D suffix for limited data types.
double result = UnityNativeChromaSDK.StopAnimationTypeD(double deviceType, double device);
PluginStopComposite
automatically handles initializing the ChromaSDK
.
The named animation files for the .chroma
set will be automatically opened.
The set of animations will be stopped if playing.
UnityNativeChromaSDK.StopComposite(string name);
D suffix for limited data types.
double result = UnityNativeChromaSDK.StopCompositeD(string name);
SubtractNonZeroAllKeysAllFrames
Subtract the source color from the target color for all frames where the target color is not black. Source and target are referenced by id.
UnityNativeChromaSDK.SubtractNonZeroAllKeysAllFrames(int sourceAnimationId, int targetAnimationId);
SubtractNonZeroAllKeysAllFramesName
Subtract the source color from the target color for all frames where the target color is not black. Source and target are referenced by name.
UnityNativeChromaSDK.SubtractNonZeroAllKeysAllFramesName(string sourceAnimation, string targetAnimation);
SubtractNonZeroAllKeysAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.SubtractNonZeroAllKeysAllFramesNameD(string sourceAnimation, string targetAnimation);
SubtractNonZeroAllKeysAllFramesOffset
Subtract the source color from the target color for all frames where the target color is not black starting at offset for the length of the source. Source and target are referenced by id.
UnityNativeChromaSDK.SubtractNonZeroAllKeysAllFramesOffset(int sourceAnimationId, int targetAnimationId, int offset);
SubtractNonZeroAllKeysAllFramesOffsetName
Subtract the source color from the target color for all frames where the target color is not black starting at offset for the length of the source. Source and target are referenced by name.
UnityNativeChromaSDK.SubtractNonZeroAllKeysAllFramesOffsetName(string sourceAnimation, string targetAnimation, int offset);
SubtractNonZeroAllKeysAllFramesOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.SubtractNonZeroAllKeysAllFramesOffsetNameD(string sourceAnimation, string targetAnimation, double offset);
Subtract the source color from the target where color is not black for the source frame and target offset frame, reference source and target by id.
UnityNativeChromaSDK.SubtractNonZeroAllKeysOffset(int sourceAnimationId, int targetAnimationId, int frameId, int offset);
SubtractNonZeroAllKeysOffsetName
Subtract the source color from the target where color is not black for the source frame and target offset frame, reference source and target by name.
UnityNativeChromaSDK.SubtractNonZeroAllKeysOffsetName(string sourceAnimation, string targetAnimation, int frameId, int offset);
SubtractNonZeroAllKeysOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.SubtractNonZeroAllKeysOffsetNameD(string sourceAnimation, string targetAnimation, double frameId, double offset);
SubtractNonZeroTargetAllKeysAllFrames
Subtract the source color from the target color where the target color is not black for all frames. Reference source and target by id.
UnityNativeChromaSDK.SubtractNonZeroTargetAllKeysAllFrames(int sourceAnimationId, int targetAnimationId);
SubtractNonZeroTargetAllKeysAllFramesName
Subtract the source color from the target color where the target color is not black for all frames. Reference source and target by name.
UnityNativeChromaSDK.SubtractNonZeroTargetAllKeysAllFramesName(string sourceAnimation, string targetAnimation);
SubtractNonZeroTargetAllKeysAllFramesNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.SubtractNonZeroTargetAllKeysAllFramesNameD(string sourceAnimation, string targetAnimation);
SubtractNonZeroTargetAllKeysAllFramesOffset
Subtract the source color from the target color where the target color is not black for all frames starting at the target offset for the length of the source. Reference source and target by id.
UnityNativeChromaSDK.SubtractNonZeroTargetAllKeysAllFramesOffset(int sourceAnimationId, int targetAnimationId, int offset);
SubtractNonZeroTargetAllKeysAllFramesOffsetName
Subtract the source color from the target color where the target color is not black for all frames starting at the target offset for the length of the source. Reference source and target by name.
UnityNativeChromaSDK.SubtractNonZeroTargetAllKeysAllFramesOffsetName(string sourceAnimation, string targetAnimation, int offset);
SubtractNonZeroTargetAllKeysAllFramesOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.SubtractNonZeroTargetAllKeysAllFramesOffsetNameD(string sourceAnimation, string targetAnimation, double offset);
SubtractNonZeroTargetAllKeysOffset
Subtract the source color from the target color where the target color is not black from the source frame to the target offset frame. Reference source and target by id.
UnityNativeChromaSDK.SubtractNonZeroTargetAllKeysOffset(int sourceAnimationId, int targetAnimationId, int frameId, int offset);
SubtractNonZeroTargetAllKeysOffsetName
Subtract the source color from the target color where the target color is not black from the source frame to the target offset frame. Reference source and target by name.
UnityNativeChromaSDK.SubtractNonZeroTargetAllKeysOffsetName(string sourceAnimation, string targetAnimation, int frameId, int offset);
SubtractNonZeroTargetAllKeysOffsetNameD
D suffix for limited data types.
double result = UnityNativeChromaSDK.SubtractNonZeroTargetAllKeysOffsetNameD(string sourceAnimation, string targetAnimation, double frameId, double offset);
Trim the end of the animation. The length of the animation will be the lastFrameId
-
- Reference the animation by id.
UnityNativeChromaSDK.TrimEndFrames(int animationId, int lastFrameId);
Trim the end of the animation. The length of the animation will be the lastFrameId
-
- Reference the animation by name.
UnityNativeChromaSDK.TrimEndFramesName(string path, int lastFrameId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.TrimEndFramesNameD(string path, double lastFrameId);
Remove the frame from the animation. Reference animation by id.
UnityNativeChromaSDK.TrimFrame(int animationId, int frameId);
Remove the frame from the animation. Reference animation by name.
UnityNativeChromaSDK.TrimFrameName(string path, int frameId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.TrimFrameNameD(string path, double frameId);
Trim the start of the animation starting at frame 0 for the number of frames. Reference the animation by id.
UnityNativeChromaSDK.TrimStartFrames(int animationId, int numberOfFrames);
Trim the start of the animation starting at frame 0 for the number of frames. Reference the animation by name.
UnityNativeChromaSDK.TrimStartFramesName(string path, int numberOfFrames);
D suffix for limited data types.
double result = UnityNativeChromaSDK.TrimStartFramesNameD(string path, double numberOfFrames);
Uninitializes the ChromaSDK
. Returns 0 upon success. Returns -1 upon failure.
long result = UnityNativeChromaSDK.Uninit();
D suffix for limited data types.
double result = UnityNativeChromaSDK.UninitD();
Unloads Chroma
effects to free up resources. Returns the animation id
upon success. Returns -1 upon failure. Reference the animation by id.
int result = UnityNativeChromaSDK.UnloadAnimation(int animationId);
D suffix for limited data types.
double result = UnityNativeChromaSDK.UnloadAnimationD(double animationId);
Unload the animation effects. Reference the animation by name.
UnityNativeChromaSDK.UnloadAnimationName(string path);
Unload the the composite set of animation effects. Reference the animation by name.
UnityNativeChromaSDK.UnloadComposite(string name);
Updates the frameIndex
of the Chroma
animation and sets the duration
(in seconds). The color
is expected to be an array of the dimensions
for the deviceType/device
. The length
parameter is the size of the
color
array. For EChromaSDKDevice1DEnum
the array size should be MAX LEDS
. For EChromaSDKDevice2DEnum
the array size should be MAX ROW
MAX COLUMN
. Returns the animation id upon success. Returns -1 upon failure.
int result = UnityNativeChromaSDK.UpdateFrame(int animationId, int frameIndex, float duration, int[] colors, int length);
When the idle animation flag is true, when no other animations are playing,
the idle animation will be used. The idle animation will not be affected
by the API calls to PluginIsPlaying, PluginStopAnimationType, PluginGetPlayingAnimationId,
and PluginGetPlayingAnimationCount. Then the idle animation flag is false,
the idle animation is disabled. Device
uses EChromaSDKDeviceEnum
enums.
UnityNativeChromaSDK.UseIdleAnimation(int device, bool flag);
Set idle animation flag for all devices.
UnityNativeChromaSDK.UseIdleAnimations(bool flag);
Set preloading animation flag, which is set to true by default. Reference animation by id.
UnityNativeChromaSDK.UsePreloading(int animationId, bool flag);
Set preloading animation flag, which is set to true by default. Reference animation by name.
UnityNativeChromaSDK.UsePreloadingName(string path, bool flag);
Example01
UnityNativeChromaSDKExample01.cs has a GUI example to play/stop/edit Chroma
animations at runtime.
Example02
UnityNativeChromaSDKExample02.cs has a GUI button to load scene 1 to show animations work with multiple scenes.
UnityNativeChromaSDKPlayOnEnable
The UnityNativeChromaSDKPlayOnEnable.cs script will automatically open and play a Chroma
animation by name.
The AnimationName
field references a .chroma
asset filename
from the StreamingAssets
folder.
The .chroma
extension on the AnimationName
field is optional.
The UnityNativeChromaSDKPlayOnEnable.cs
script will play the animation when the OnEnable
event fires.
The UnityNativeChromaSDKPlayOnEnable.cs
script will stop the animation when the OnDisable
event fires.
Example03
Particle capture example
Example04
Show PlayOnEnable
script
Example05
Image plane capture example
Example06
Show PlayAndDeactivate
script
Example07
Show PlayOnDestroy
script
Example08
SetKeys
and CopyKeys
can be used to highlight keys on top of an animated base layer.
Example09
Chroma animations can be paused and resumed with looping ON or OFF.
Example10
Chroma animations support independent layering.