When enabled the stream will start when this component becomes active (enabled in the scene)
Which streaming device type should be used when starting to share (if share is called without a device option). Options are Screen, Camera, Microphone.
This is e.g. used if allowStartOnClick is enabled and the user clicks on the object.
OptionaldeviceFilter which device should be chosen for sharing by id or label.
Assign a method to this property to manually filter the available devices.
OptionaldeviceIf assigned the device the device will be selected by this id or label when starting to share.
Note: This is only supported for Camera devices
Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality
Unique identifier for this component instance, used for finding and tracking components
OptionalsourceIdentifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from
Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls
True if the component is enabled and all parent GameObjects are active
the current stream that is being shared or received
Checks if this component has been destroyed
True if the component or its GameObject has been destroyed
Controls whether this component is enabled Disabled components don't receive lifecycle callbacks
Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
true if the component is currently receiving a stream
true if the component is currently sending a stream
The layer value of the GameObject this component is attached to Used for visibility and physics filtering
The name of the GameObject this component is attached to Used for debugging and finding objects
Gets the right direction vector (1,0,0) of this component's GameObject in world space
Shorthand accessor for the current scene from the context
The scene this component belongs to
When enabled the video will be displayed in the screenspace of the VideoPlayer component.
Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine
The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup
Gets the up direction vector (0,1,0) of this component's GameObject in world space
If a VideoPlayer component is assigned to this property the video will be displayed on the VideoPlayer component.
Gets the rotation of this component's GameObject in world space as a quaternion
Note: This is equivalent to calling this.gameObject.worldQuaternion
Sets the rotation of this component's GameObject in world space using a quaternion
The world rotation quaternion to set
Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
Note: This is equivalent to calling this.gameObject.worldRotation
Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
The world rotation vector to set (in degrees)
Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks
Dispatches an event to all registered listeners
The event object to dispatch
Always returns false (standard implementation of EventTarget)
OptionalearlyCalled at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.
OptionallateCalled after all update functions have been called. Use for calculations that depend on other components being updated first.
OptionalonCalled after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering
OptionalonCalled immediately before the scene is rendered.
Current XRFrame if in an XR session, null otherwise
OptionalonCalled before an XR session is requested Use to modify session initialization parameters
The XR session mode being requested
The session initialization parameters that can be modified
OptionalonCalled when this component's collider begins colliding with another collider.
Information about the collision that occurred
OptionalonCalled when this component's collider stops colliding with another collider.
Information about the collision that ended
OptionalonCalled each frame while this component's collider is colliding with another collider
Information about the ongoing collision
Called when the component is destroyed. Use for cleanup operations like removing event listeners
OptionalonCalled when this component joins an XR session or becomes active in a running session
Event data for the XR session
OptionalonCalled when this component exits an XR session or becomes inactive during a session
Event data for the XR session
OptionalonCalled when the context's pause state changes.
Whether the context is currently paused
The previous pause state
OptionalonCalled when a pointer button is pressed while over this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer moves while over this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer button is released while over this component's GameObject
Data about the pointer event
OptionalonCalled when this component's trigger collider is entered by another collider
The collider that entered this trigger
OptionalonCalled when another collider exits this component's trigger collider
The collider that exited this trigger
OptionalonCalled each frame while another collider is inside this component's trigger collider
The collider that is inside this trigger
OptionalonCalled each frame while this component is active in an XR session
Event data for the current XR frame
OptionalonCalled when a field decorated with @validate() is modified.
Optionalprop: stringThe name of the field that was changed
OptionalonXRControllerCalled when an XR controller is connected or when this component becomes active in a session with existing controllers
Event data for the controller that was added
OptionalonXRControllerCalled when an XR controller is disconnected or when this component becomes inactive during a session with controllers
Event data for the controller that was removed
OptionalresolveCalled when this component needs to remap guids after an instantiate operation.
Mapping from old guids to newly generated guids
Sets the position of this component's GameObject in world space using individual coordinates
X-coordinate in world space
Y-coordinate in world space
Z-coordinate in world space
Sets the rotation of this component's GameObject in world space using quaternion components
X component of the quaternion
Y component of the quaternion
Z component of the quaternion
W component of the quaternion
Sets the rotation of this component's GameObject in world space using individual Euler angles
X-axis rotation
Y-axis rotation
Z-axis rotation
Whether the values are in degrees (true) or radians (false)
Call to begin screensharing
Optionalopts: ScreenCaptureOptionsOptionalstartCalled once at the beginning of the first frame after the component is enabled. Use for initialization that requires other components to be awake.
Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.
Generator function to start
Event to register the coroutine for (default: FrameEvent.Update)
The generator function that can be used to stop the coroutine
Stops a coroutine that was previously started with startCoroutine
The routine to be stopped
The frame event the routine was registered with
OptionalsupportsXRDetermines if this component supports a specific XR mode
The XR session mode to check support for
True if the component supports the specified mode
OptionalupdateCalled once per frame during the main update loop. The primary location for frame-based game logic.
The ScreenCapture component allows you to share your screen, camera or microphone with other users in the networked room.
When the stream is active the video will be displayed on the VideoPlayer component attached to the same GameObject.
Note: For debugging append
?debugscreensharingto the URL to see more information in the console.By default the component will start sharing the screen when the user clicks on the object this component is attached to. You can set device This behaviour can be disabled by setting
allowStartOnClickto false.It is also possible to start the stream manually from your code by calling the share method.