The vertical tier is a centred band crop of the SAME 1920x1080 master (band x
656.25, w 607.5, h 1080), so the 16:9 camera placement (x~1408) falls outside the
cropped window and the creator is simply not in the vertical stream. Each scene
now keeps its own vertical position, size and shape; switching back to 16:9
restores the desktop layout exactly (the creator's locked table, 2026-10-17).
Geometry only - NO render-path change. The preview and the compositor both read
the element's own X/Y/W/H + ClipShape, so the tier switch swaps the LIVE geometry:
- Models/VerticalCameraLayout.cs (new): the pure math - the band, its two 607x540
areas, the six spots (top/bottom x left/centre/right), the 32px inset and the
270x152 default tile (480x270 in the 1080x1920 output) in the bottom-right spot,
the corner the 16:9 default webcam uses.
- Models/WebcamSceneConfig.cs: the vertical placement lives in seven additive
columns (VerticalX/Y/Width/Height/ClipShape/RectWidth/RectHeight; NULL = "this
scene has no vertical placement yet"). The 16:9 layout stays in the old columns
and is parked in the transient Landscape* fields while the vertical tier is
live; Begin/EndVerticalLayout + CommitLiveLayoutToVertical do the swap. The
X/Y/W/H overrides clamp every write into the band - outside it the camera is
invisible in the vertical output.
- Models/SceneElement.cs: X/Y/Width/Height became virtual so the derived element
constrains every writer (drag, resize handle, typed fields) in ONE choke point
instead of three writers each re-implementing the rule.
- ViewModels/MainViewModel.Webcam.cs + .Streaming.cs: IsVerticalTier/VerticalBand,
ResolveVerticalCameraLayout(s) (the tier swap), MoveWebcamInVerticalTier /
SnapWebcamInVerticalTier (the six-spot snap, by the tile's centre),
EnsureVerticalCameraLayout; ApplyStreamQuality is the tier-change hook. The
Live scene gets its small tile automatically on the first vertical switch (the
vertical stream would otherwise have no camera at all); the other scenes keep
their 16:9 placement until the creator drags them into the band.
- Controls/PreviewPane.xaml.cs: the drag/resize route through the VM snap under
the vertical tier instead of free-floating over the master.
Controls/LeftPanel.xaml: the webcam properties gained a Geometry section
(X/Y/W/H) for the manual entry the creator asked for, bound to the LIVE
placement, gated on the VM's IsWebcamSelected (NOT SelectedElement.IsWebcam -
the TASK 51 test finds that panel by binding text and would match twice).
- The store: seven guarded ADD COLUMNs, the INSERT/SELECT extended, and the
X/Y/W/H/ClipShape columns stay the 16:9 layout - while the vertical tier is
live the save writes the parked values there and the live ones into Vertical*.
Test: ytLive.Tests/VerticalWebcamLayoutTests.cs - the ONE Good Dog test. The
vertical tier brings the Live camera INTO the band as a small tile; dragging it to
the top-right lands it top-right inside the band; back to 16:9 the desktop layout
is restored exactly (1408/778/480x270); both placements survive a save + reload.
Full suite 429/429, 0 warnings. LayerReorderPersistenceTests.RealMouseDrag fails
ALONE on a clean tree in this environment - pre-existing flake, proven by stashing
this work, not a regression.
Derivative work: OBS has no built-in per-aspect-ratio layout storage - the
maintainers' answer is "create a second scene and add the scene you want to send
as source" (obsproject.com/forum/threads/161307) - and Streamyard's dual-aspect
guide says the same ("no built-in way to store separate layouts per aspect ratio",
so you rely on manual workarounds and plugins):
https://streamyard.com/blog/dual-aspect-ratio-streaming-tool
Our per-scene, per-tier stored placement, resolved on the tier change, is the
step past both.
Memory in the same commit: ai.md (new section), TASKS.md + TASKS/task-57-*.md
(Unit 1 shipped, Unit 2 = the Chat scene still open), HANDOFF.md, MyMistakes.md
(the per-tier geometry-swap recipe, the binding-text panel trap, the store's
webcam-identity rule) and the Models/Services/ViewModels/Controls index rows.
4.3 KiB
4.3 KiB
TASK 57 — Vertical (9:16) tier camera placement — the "vv" feature
Catalog:
TASKS.md— status and requirements live here.
Status: 🔶 Unit 1 shipped 2026-10-21 (the Live scene). Unit 2 open (the Chat scene).
Why
The vertical tier (1080×1920) is a centred band crop of the same 1920×1080 master every
16:9 tier uses: OutputRect* = x 656.25, y 0, w 607.5, h 1080. The default webcam sits at
x≈1408 — outside the cropped window entirely, so in a vertical stream the creator is simply
not in the picture. Switching tiers must not cost the creator their camera.
The creator's locked table (2026-10-17)
| mode | shape | size | position |
|---|---|---|---|
| 16:9 | as today | as today | as today |
| vv · Live | circle or rect, the creator's choice | small tile | one of six spots: top/bottom × left/centre/right |
| vv · Chat | rect only | normal, or enlarged to one 607×540 area | the same six spots (Unit 2) |
| Starting / BRB / Ending | unchanged | unchanged | unchanged |
Plus: each scene keeps its own vertical position, size and shape; switching back to 16:9 restores the desktop layout exactly; placement is set by drag with snap (like the socials) and by manual entry in the properties.
Design (Unit 1)
- Geometry only — no render-path change. The preview and the compositor read the element's
own
X/Y/Width/Height+ClipShape, so the tier switch swaps the live geometry:WebcamSceneConfig.BeginVerticalLayout(...)parks the 16:9 layout and brings the vertical one in;EndVerticalLayout()commits the vertical placement back to its stored slot and restores the parked 16:9 layout. - Storage. Seven additive columns on
WebcamSceneConfig(VerticalX/Y/Width/Height/ VerticalClipShape/VerticalRectWidth/VerticalRectHeight), NULL = "this scene has no vertical placement yet". The X/Y/W/H/ClipShape columns stay the 16:9 layout, so a save never loses the desktop placement. - The band and the six spots (
Models/VerticalCameraLayout.cs, pure math): the band splits into two 607×540 areas (top/bottom), each with three columns (left/centre/right). A tile snaps to the spot its centre falls in, inset 32 master px from the band's outer edge and never outside the band. Default tile: 270×152 master px (480×270 in the 1080×1920 output), bottom-right spot — the corner the 16:9 default webcam uses. The Live scene gets it automatically the first time the vertical tier is picked; the other scenes keep their 16:9 placement until the creator drags them into the band. - One clamp, one choke point.
SceneElement.X/Y/Width/Heightbecamevirtualand the webcam constrains every write (drag, resize handle, typed Geometry fields) into the band — outside it the camera is invisible in the vertical stream. - Manual entry. The webcam's Layers properties gained a Geometry section (X/Y/W/H) bound to the live placement — the one the current tier shows.
Slices (one integration test each)
- ✅ Unit 1 — the Live scene (shipped 2026-10-21): the vertical tier brings the Live camera
into the band as a small tile; dragging it to the top-right snaps it top-right inside the
band; switching back to 16:9 restores the desktop layout exactly; both placements survive a
save + reload.
ytLive.Tests/VerticalWebcamLayoutTests.cs— the ONE test for the unit. - ☐ Unit 2 — the Chat scene: rect only (no circle) in the vertical tier, either the normal size or enlarged to fill one 607×540 area; the same six-spot snap. The Chat scene's 16:9 exemption from the half-frame cap must not leak into the vertical tier.
- ☐ Creator check (needs the creator's hands): switch the dropdown to "Vertical 1080p60", confirm the camera tile lands inside the band and the Shape button toggles circle/rect in the vertical tier, then switch back and confirm the desktop layout is untouched.
Notes
- OBS cannot do this (no per-aspect layout storage — the maintainers' answer is a second scene fed as a source); Streamyard documents the same gap. Our per-scene, per-tier stored placement resolved on the tier change is the step past both.
- The vertical tier's output crop is TASK 53's business (safe zones, caption clearance); the camera tile is inside the band, but the band is not yet proven against TikTok/Shorts chrome.