You can access your project’s MixCast Settings by selecting the menu item labeled MixCast/Open Project Settings.
This selects the Project Settings asset in the project so the settings are displayed in the Inspector window. Here is a breakdown of the options made available by section:
Override Quality Settings AA
If true, causes MixCast to use the next option (Anti Aliasing) to determine how much anti-aliasing to apply to the MixCast output, using Multisample anti-aliasing (MSAA). If false, causes MixCast to use the anti-aliasing option shared with the first person view, found under Edit/Project/Quality.
Note: MSAA is only supported by Unity in the Forward render path and is ignored otherwise.
If set to a value other than Disabled, will enable Anti-aliasing on the MixCast output, so long as the render path for the MixCast camera is Forward rendering.
If true, this enables MixCast to use Pre-Multiplied Alpha rendering to represent transparent objects accurately in the foreground during Buffered Mode compositing. This option requires some additional work by the developer as described here. If false, MixCast uses the standard transparency model.
Grab Unfiltered Alpha
If true, this causes MixCast to store the transparency information for the scene from before post-processing is applied. This can help in the case that post-processing isn’t respecting the alpha channel of the color render buffer. If false, MixCast takes the final transparency information.
Specify Lights Manually
Use this option to completely avoid memory allocations from built-in Unity calls and optimize your project for the best broadcasting experience. Add a MixCastLight component to objects that you want to have lighting.
Directional Light Power
Value that multiplies into the power calculation for how directional lights affect the subject during relighting.
Point Light Power
Value that multiplies into the power calculation for how point lights affect the subject during relighting.
Visualize Subject in Scene View
If true, when running MixCast in your application in the Unity editor, you will be able to see the subject in the Scene View window for debugging.
Apply SDK Flags Automatically
If true, MixCast will automatically detect which additional SDKs are present in the project to support, such as the SteamVR or Oculus SDK, and define Project Script Define flags (MIXCAST_STEAMVR, MIXCAST_OCULUS, etc) to enable specific code within MixCast.
If false, these support flags can be manually toggled via the following controls.