From 7762f70f6909d583b615e6bb92d6c8787b98abcf Mon Sep 17 00:00:00 2001 From: KOGA Mitsuhiro Date: Thu, 29 May 2025 07:24:00 +0900 Subject: [PATCH] Update CameraFeed document for Android --- doc/classes/CameraFeed.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/doc/classes/CameraFeed.xml b/doc/classes/CameraFeed.xml index f3e56309715..00aea9a195c 100644 --- a/doc/classes/CameraFeed.xml +++ b/doc/classes/CameraFeed.xml @@ -6,7 +6,7 @@ A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also [CameraServer]. [b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background. - [b]Note:[/b] This class is currently only implemented on Linux, macOS, and iOS. On other platforms no [CameraFeed]s will be available. To get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required. + [b]Note:[/b] This class is currently only implemented on Linux, Android, macOS, and iOS. On other platforms no [CameraFeed]s will be available. To get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required.