A Syphon server plugin for Unity
Objective-C C++ C# C ShaderLab
Switch branches/tags
Nothing to show
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Failed to load latest commit information.
FunnelPlugin Directory renaming Feb 13, 2016
UnityProject Update with Unity 2017.4.1 Apr 10, 2018
.gitignore Directory renaming Feb 13, 2016
Funnel.unitypackage Update with Unity 2017.4.1 Apr 10, 2018
README.md Update README.md Apr 30, 2018

README.md

Important Notice

This project is going to be discontinued because a new Syphon plugin (KlakSyphon) has been released that provides a superset of the features in Funnel. Please consider migrating to the new plugin.

https://github.com/keijiro/KlakSyphon

Funnel

Screenshot

Funnel is a Syphon server plugin for Unity. It allows Unity to share rendered frames with other applications that supports the Syphon protocol (e.g., MadMapper, VDMX) without introducing any performance loss.

Compatibility Note

This version is redesigned and optimized for the new OpenGL backend (OpenGL Core) and not compatible with the legacy OpenGL backend. If it's required to support legacy OpenGL, use the legacy version instead.

System Requirements

  • Mac OS X 10.8 or later
  • Unity 5.3 or later

This version only supports the 64-bit runtime and the OpenGL Core API mode. The legacy version is available for legacy setups.

Setting Up

  • Download and import the plugin package.
  • Add the Funnel script to a camera that's to be shared.

That's all! It automatically sets up a Syphon server and starts publishing rendered frames towards Syphon client applications.

The name of the Syphon server is set in the following manner:

[Process Name]-[Game Object Name]

It's useful to identify the server on the client side.

Properties

Screen Width/Height, Anti Aliasing - Configures the screen to be sent.

Discard Alpha - Clears the alpha channel with 1.0 (completely opaque) before sending.

Render Mode - Determines how the frame is shared.

  • Send Only - Sends the frame and doesn't keep it. The rendered frame is only available on the client side.
  • Render To Target - Sends the frame and copies it to the render texture.
  • Preview On Game View - Sends the frame and display it on the Game view.

License

Copyright (C) 2013-2016 Keijiro Takahashi

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.