Architecture overview
LCK manages standard Unity Camera components through three core MonoBehaviours: LckService is the central entry point. It handles recording, streaming, audio, camera switching, and configuration. Access it via dependency injection:RenderTexture for display or further processing.
Since LCK builds directly on Unity’s native cameras, all existing camera settings and rendering options remain available.
Tablet interface
The tablet provides three camera modes: Selfie — front/back facing camera on the tablet. Settings: FOV (50—100), Smoothing (0—100), Flip (front/back), Follow. First-person — films from the player’s HMD perspective. The camera transform uses the HMD Transform field in LCKCameraController (defaults to main camera). Settings: FOV (50—100), Smoothing (0—100). Third-person — tracks the user’s head at a configurable distance. Settings: FOV (50—100), Smoothing (0—100), Distance (1—5), Flip (forward/behind). Additional tablet controls include mute microphone with audio level display, flip aspect ratio (landscape/portrait), and record start/stop with duration display.Quality configuration
Quality presets are defined in theLckQualityConfig ScriptableObject. See Recording for default values and how to create custom presets.
The quality selector button on the tablet lets users switch between SD/HD on Quest, and SD/HD/2K/4K on desktop.
Higher quality capture rendering
If you want the capture to have higher visual quality than the in-game experience (for example, higher-detail player avatars), the recommended approach is separate render layers:- Create a higher-quality duplicate of the object.
- Place it on a render layer visible only to LCK cameras.
- Keep the original on a different layer for gameplay.