> For the complete documentation index, see [llms.txt](https://docs.convai.com/api-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.convai.com/api-docs/zh/cha-jian-yu-ji-cheng/convai-unity-sdk/features/vision/custom-frame-sources.md).

# 自定义帧来源

实现 IVisionFrameSource，将自定义视频管线发布到 Convai，包括 Y 翻转要求、生命周期状态模式和自动发现规则。

实现 `IVisionFrameSource` 要发布任何自定义视频管线——视频文件、自定义渲染纹理或屏幕捕获工具——而无需修改发布层。一旦你的组件已放入场景中， `ConvaiVisionPublisher` 会自动发现并流式传输它。

### 接口契约

`IVisionFrameSource` 是通过以下方式进行视频流传输所需的最小契约： `ConvaiVisionPublisher` 以及通过以下方式显示实时视频流： `VisionDebugPreview`.

```csharp
public interface IVisionFrameSource
{
    bool IsCapturing { get; }
    long FrameCount { get; }
    (int Width, int Height) FrameDimensions { get; }
    float TargetFrameRate { get; }
    string SourceId { get; }
    RenderTexture CurrentRenderTexture { get; }
    bool IsFrameReady { get; }
    event Action FrameReady;
    void StartCapture();
    void StopCapture();
}
```

你的实现必须是一个 `MonoBehaviour`. `ConvaiVisionPublisher` 使用以下方式发现帧源： `GetComponent` 和 `GetComponentsInChildren`，它们只适用于 Unity 组件。

### Y 轴翻转要求

`CurrentRenderTexture` 必须采用 **自上而下的方向** （Y 轴从 Unity 默认的自下而上进行了翻转）。LiveKit 和标准视频格式都期望图像顶部的 Y=0。跳过这一步会导致接收端收到上下颠倒的视频流。

使用以下方式应用翻转： `Graphics.Blit` 在将源纹理写入输出 `RenderTexture`:

```csharp
// sourceTexture: 你的原始 Unity RenderTexture（自下而上）
// _outputRt: 你通过 CurrentRenderTexture 暴露的 RenderTexture（自上而下）
Graphics.Blit(sourceTexture, _outputRt, new Vector2(1f, -1f), new Vector2(0f, 1f));
```

该 `scale.y = -1` 和 `offset.y = 1` 这两个参数一起会翻转垂直轴。将 `_outputRt` 为 `CurrentRenderTexture`。这是自定义 `IVisionFrameSource` 所应用的唯一方向校正——发布期间运行的 LiveKit 纹理回读不会再进行任何额外翻转。

### 最小实现

以下骨架实现了所有必需成员，并处理 `FrameReady` 正确地。请填写 `CaptureFrame` 方法中的实际捕获逻辑。

```csharp
using System;
using Convai.Runtime.Vision.Sources;
using UnityEngine;

public class MyCustomFrameSource : MonoBehaviour, IVisionFrameSource
{
    [SerializeField] private int _width = 1280;
    [SerializeField] private int _height = 720;
    [SerializeField] private float _targetFps = 15f;
    [SerializeField] private string _sourceId = "custom";

    private RenderTexture _outputRt;
    private long _frameCount;
    private float _captureInterval;
    private float _nextCaptureTime;

    // IVisionFrameSource

    public bool IsCapturing { get; private set; }
    public long FrameCount => _frameCount;
    public (int Width, int Height) FrameDimensions => IsCapturing ? (_width, _height) : (0, 0);
    public float TargetFrameRate => _targetFps;
    public string SourceId => _sourceId;
    public RenderTexture CurrentRenderTexture => _outputRt;
    public bool IsFrameReady => _frameCount > 0;
    public event Action FrameReady;

    public void StartCapture()
    {
        if (IsCapturing) return;

        _outputRt = new RenderTexture(_width, _height, 24, RenderTextureFormat.ARGB32)
        {
            name = $"CustomFrameSource_{_sourceId}"
        };
        _outputRt.Create();

        _frameCount = 0;
        _captureInterval = _targetFps > 0f ? 1f / _targetFps : 1f / 15f;
        _nextCaptureTime = Time.realtimeSinceStartup;
        IsCapturing = true;
    }

    public void StopCapture()
    {
        if (!IsCapturing) return;

        IsCapturing = false;

        if (_outputRt != null)
        {
            _outputRt.Release();
            Destroy(_outputRt);
            _outputRt = null;
        }
    }

    private void Update()
    {
        if (!IsCapturing) return;

        float now = Time.realtimeSinceStartup;
        if (now < _nextCaptureTime) return;

        _nextCaptureTime = now + _captureInterval;
        CaptureFrame();
    }

    private void OnDestroy() => StopCapture();

    private void CaptureFrame()
    {
        // 替换为你的实际源纹理
        RenderTexture sourceTexture = GetYourSourceTexture();
        if (sourceTexture == null) return;

        // 将 Y 轴翻转到输出 RenderTexture 中
        Graphics.Blit(sourceTexture, _outputRt, new Vector2(1f, -1f), new Vector2(0f, 1f));

        _frameCount++;
        FrameReady?.Invoke();
    }

    private RenderTexture GetYourSourceTexture()
    {
        // 返回自定义管线中的 RenderTexture
        return null;
    }
}
```

`FrameReady` 必须在 **Unity 主线程**. `ConvaiVisionPublisher` 和 `VisionDebugPreview` 二者都假定所有 `IVisionFrameSource` 回调都在主线程上执行。如果你的捕获逻辑在后台线程中运行，请使用在 `Update`中检查的标志将事件提升回主线程，正如上面的骨架所示。

### 公开生命周期状态

实现 `IVisionFrameSourceStatusProvider` 与 `IVisionFrameSource` 一起，以公开更丰富的生命周期状态——权限流程、延迟初始化或结构化错误信息。然后发布器可以在不轮询的情况下响应就绪状态变化。

```csharp
public class MyCustomFrameSource : MonoBehaviour, IVisionFrameSource, IVisionFrameSourceStatusProvider
{
    // --- IVisionFrameSourceStatusProvider ---

    public VisionSourceState State { get; private set; } = VisionSourceState.Idle;
    public VisionSourceErrorKind ErrorKind { get; private set; } = VisionSourceErrorKind.None;
    public string StatusMessage { get; private set; } = string.Empty;
    public bool HasUsableFrame => FrameCount > 0;
    public event Action StatusChanged;

    private void SetState(VisionSourceState state, VisionSourceErrorKind error = VisionSourceErrorKind.None, string message = "")
    {
        State = state;
        ErrorKind = error;
        StatusMessage = message;
        StatusChanged?.Invoke();
    }

    public void StartCapture()
    {
        SetState(VisionSourceState.Starting);
        // ... 初始化捕获 ...
        SetState(VisionSourceState.Ready);
    }

    public void StopCapture()
    {
        // ... 释放资源 ...
        SetState(VisionSourceState.Stopped);
    }

    // ... IVisionFrameSource 实现的其余部分
}
```

### 自定义检查器

`IVisionFrameSource` 是自定义视频管线唯一受支持的扩展点。SDK 自身的帧源检查器属于内部实现细节，不是扩展面。 `ConvaiVisionBaseEditor` ——内置 `CameraVisionFrameSource`, `WebcamVisionFrameSource`，以及 `QuestVisionFrameSource` 检查器背后的共享基类——是 `internal`，因此请编写一个独立的 `CustomEditor` 用于你的 `IVisionFrameSource` 组件，而不是继承 SDK 的编辑器基类。

### 自动发现

一旦你的组件已放入场景中， `ConvaiVisionPublisher` 会按以下顺序自动发现它：

1. 该 **来源** 在 Inspector 中的字段（显式赋值）。
2. `GetComponent<CameraVisionFrameSource>()` 在同一个 GameObject 上（内置优先级）。
3. `GetComponentsInChildren<MonoBehaviour>(true)` ——首先 `IVisionFrameSource` 在同一个 GameObject 或其子对象中找到的。

如果在步骤 3 下找到多个帧源，发布器会记录警告并选择第一个。请显式分配 **来源** 字段，以避免歧义。

### 下一步

{% content-ref url="/pages/885a0e6676256e7738207107695532701ef9b1ec" %}
[视觉调试预览](/api-docs/zh/cha-jian-yu-ji-cheng/convai-unity-sdk/features/vision/debug-preview.md)
{% endcontent-ref %}

{% content-ref url="/pages/9ee175b12da238182d707abd778abdc3a8706c80" %}
[Vision 脚本 API](/api-docs/zh/cha-jian-yu-ji-cheng/convai-unity-sdk/features/vision/scripting-api.md)
{% endcontent-ref %}


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