Overview
LCK manages standard Unity Camera components through the LckCamera, which captures video and audio at the target framerate and sends them to the encoder. These captures can also be previewed or further processed using an LckMonitor. Since LCK builds directly on Unity’s native cameras, all existing camera settings and rendering options remain available. Recording control—such as choosing which camera to capture from or when to start and stop—is handled by an LckService instance, which you create before beginning a session. You can retrieve an instance of LckService through Dependency Injection:LckMonitor
. You can also switch between cameras seamlessly—even during recording—for smooth, uninterrupted transitions.
Core
These MonoBehaviours are the main ones you will need when using LCK. They all connect the LckService to Unity gameobjects to allow easy control over the capture behaviour.LckService
LckService
is the central entry point for interacting with the LIV Capture Kit at runtime and the default implementation of ILckService
.
It provides APIs for starting and stopping recording or streaming, configuring capture settings (resolution, framerate, bitrate, orientation), managing audio, capturing photos, and controlling active cameras.
This service also exposes events for key lifecycle moments (recording started, stopped, paused, resumed, streaming events, photo saved, etc.), making it easy to integrate LCK into your application workflow.
LckCamera
Connects a regular Unity Camera component with the LCK system.LckCamera
is a component that integrates a standard Camera into the LIV Capture Kit system.It ensures proper registration with the
LckMediator
, manages activation/deactivation for capture, and provides access to the underlying Unity Camera component.
LckMonitor
Provides access to the current active captureRenderTexture
, which can be displayed or processed further.