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How to integrate 360 video with Unity

Discussion in 'AR/VR (XR) Discussion' started by touloused, Jul 27, 2017.

  1. touloused

    touloused

    Unity Technologies

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    (from https://blogs.unity3d.com/2017/07/27/how-to-integrate-360-video-with-unity/)

    Since the introduction of the new Video Player component in Unity 5.6, we’ve had a lot of questions about how to integrate 360 video into a Unity project. Over the past months we have slowly been refining our suggested workflow and working on a high quality shader to make it happen. Today, we are pleased to announce that we are ready to share our work in the form of a beta shader ready for use in any Unity 5.6 or later project.

    The concept is simple and straightforward. Take any supported video file (like an .mp4) containing either 360 or 180 equirectangular or cubemap content, import it as an asset, and play it through a Video Player component. The key is to target the Video Player to a Render Texture of the same dimensions as the video. Then, connect that texture to a Material set to use the new Skybox/PanoramicBeta shader and use that as your Scene Skybox Material.



    Voila! You now have a Skybox being driven by your panoramic video! Turn on the Virtual Reality Support Player Setting and throw on a VR headset and you’ll immediately be surrounded by your video in full 360.

    If you have 3D 360 content, you can take things a step further for the ultimate immersive experience by using the Skybox Panoramic shader’s 3D settings.

    Full project details and documentation available at https://github.com/Unity-Technologies/SkyboxPanoramicShader.

    This work will ship as part of Unity 2017.3. Please post feedback here in this thread.
     
    Ethan_VisualVocal likes this.
  2. sushanta1991

    sushanta1991

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    Hi @touloused I tried a 2k 360 video for Android device with Skybox Panoramic shader, but it didn't run, but the same video with 720p and 1080p was working. can you suggest what could be the issue?
     
  3. touloused

    touloused

    Unity Technologies

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    Sure @sushanta1991, can we start by getting some more info from you?

    Which Android device (manufacturer and model) are you working with specifically?
    What exactly is the width and height of the video?
    Does the video file play in general (ie. can you load it into a fresh VideoPlayer with RenderMode CameraFarPlane and see it on-screen)?
     
  4. sushanta1991

    sushanta1991

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    Apr 3, 2011
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    Hi @touloused sorry for not including all the information,

    I was using Motorola g4 plus android device, OS- Android 7.0 and Unity2017.1

    One more details, I used Google VR SDK to split the screen. With Google VR SDK 720p and 1080p video was running properly, but 2k video didn't run.

    I even tried the 2k video without Google VR SDK in the same device but it was not working.

    I have uploaded the video source information, please have a look.

    I hope I have provided all the information, please tell me if you need the project file or the video to test in your system.

    The video is running fine in unity editor.

    ........

    And all videos show's this warning in editor
    "Tiled GPU perf. warning: RenderTexture color surface (2560x1440) was not cleared/discarded, doing <run with profiler for info>"

    Thanks.
     

    Attached Files:

    Last edited: Aug 3, 2017
  5. Selzier

    Selzier

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  6. sushanta1991

    sushanta1991

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    Hi @Selzier thank you for pointing out the issue.
     
    Selzier likes this.
  7. lightsailvr

    lightsailvr

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    Oct 25, 2016
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    Is anybody else getting pretty bad tearing and compression blocks when playing back their video in the Unity Editor? Perhaps some codec issues?
     
    SeanMcTex and epit like this.
  8. sberky

    sberky

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    Aug 7, 2017
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    I got the player built out, but it was fixed with the camera facing in one position and wouldn't let me look around the scene. I thought this was built in with native integration for cardboard...did I miss a step?
     
  9. mmsteve

    mmsteve

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    You can also support stereoscopic image if you flip the x and z radial coordinates for the right eye. (assuming the video is split vertically down the center)
     
  10. dreinzy

    dreinzy

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    Apr 24, 2015
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    Hey, this works great for me in the editor, but I get compiler errors when trying to build.
    Is there something I'm missing?

    The type or namespace name 'AnimatedValues' does not exist in the namespace 'UnityEditor'
    Also 'ShaderGUI', 'AnimBool' and 'MaterialEditor' could not be found
     
  11. touloused

    touloused

    Unity Technologies

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    Sounds like you may have forgotten to place the SkyboxPanoramicBetaShaderGUI.cs file inside a sub-folder named "Editor" in your Assets. This would have the effect of trying to build Editor code into your game builds (which won't work).
     
    IGutierrez and hawlett like this.
  12. echuang98

    echuang98

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    Oct 21, 2015
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    Hello!
    I followed this tutorial to play 360 videos. I edited and built my project on a PC and it works well on PC and Android. However when I copy my project to a Mac, console shows "Metal: Fragment shader missing texture binding at index 0 (_Tex / Skybox/PanoramicBeta)" . When I run the game, the sky is green with some distortion. It would be great if anyone could tell me how to fix this >.< Thank you!
    螢幕快照 2017-08-22 上午7.48.25.png
     
    Laulaurene likes this.
  13. jinkwon0425

    jinkwon0425

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    Jul 20, 2017
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    Dear touloused, thanks for sharing the awesome work! Publishing a 360 video with Unity has become super simple indeed!
    One issue that I am having is that the top and bottom of the 360 video is "hollow" as you can see from the attached images. Is there a way to "tighten" the hollow gap on the top and bottom of the videos to make it perfectly 360?


    Thank!
     

    Attached Files:

  14. touloused

    touloused

    Unity Technologies

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    I'm not sure why you are seeing the Metal fragment shader warning. You can likely silence it by disabling the "Metal API Validation" checkbox in the Player Settings if you like.

    As for the green/distorted video, I've seen this on OSX and iOS when the hardware video decoder has trouble decoding the video in realtime. You can validate if this is the problem by either slowing down playback speed (say to 0.25x or .5x) in the VideoPlayer component inspector. You can also take the 360 part completely out of the equation and just try playing back the video to the Camera Back Plane in the VideoPlayer. If that's the case, it most likely means your video is too high a resolution and/or too high a bitrate for your graphics hardware to keep up. You can try re-encoding your video to be more lightweight using an external tool, or, by using Unity's transcoding options in the Video asset import settings.
     
    Sir-Gatlin likes this.
  15. touloused

    touloused

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    Is it possible that your RenderTexture dimensions don't match the video dimensions?

    It's hard for me to see clearly in your screenshots, but it looks like your RenderTexture itself may include some black letterboxing at the top and bottom (which would be due to differing resolutions) which would explain what you are seeing.
     
  16. nbac

    nbac

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    very nice ! have to test this! it should be much more simple but is it possible to use stereo panorama images not videos? images don´t suffer from video compression and limited resolution. i did not find a way to do even this out of the box right? just simple stereo backdrop images for vr.
     
  17. nbac

    nbac

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    i know how to use images as skybox and maybe i can setup cameras to render differnt skyboxes but what would unity consider for lighting (GI Ambient Reflection etc!?) i am kind of lost here
     
  18. touloused

    touloused

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    Good intuition. Yes, you can use the new PanoramicBeta shader with a simple static texture. It is not necessary for it to be fed by a video file as described in the instructions. This would allow you to use a 3D 360 or 180 equirectangular still image loaded as a regular Texture asset and will properly render it for each eye.
     
  19. sberky

    sberky

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    Hi, what's the recommended aspect ratio for stereoscopic 360 video? Ive been working with 2160×2160 mp4 files and I've had to transcode them every time for Unity to recognize. Is that a file type thing or a size thing? Also what's the largest aspect ratio that will work?
     
  20. nbac

    nbac

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    nice hopefully i get some time to test this! i really wonder what the shader is doing is it just overwriting the clear flags per camera and what is the skybox for lighthing and reflection doing if i merge the panorama with actually 3d content in front of it. good work anyway and a really must ahve for vr!
     
  21. touloused

    touloused

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    For Over-Under 360 equirectangular video, you would have 1:1 aspect ratio. If you are having problems with playback, you could try 2048x2048.

    If you are having problems with Unity recognizing your video in general (ie. outside the context of 360), then I highly recommend you log a bug and include the video (or a smaller example that still reproduces the problem).
     
  22. touloused

    touloused

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    I invite you to take a look at the shader code itself!

    Aside from the math that converts between equirectangular coordinates and texture UVs, the magic (as far as 3D support goes) happens because of the use of
    unity_StereoEyeIndex. This special builtin variable is set to 0 when rendering the left eye and set to 1 when rendering the right eye and is used to correctly sample the proper portion of the 3D 360 texture depending on which eye is being rendered at any given moment.

    There's nothing special going on with respect to clear flags or anything. The scene is conceptually rendered twice, once for the right and once for the left.
     
  23. epit

    epit

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    Great addition, but for some reason all of the 180 sbs videos I try tear and jitter pretty badly unless I res them down to really low resolution or reduce the fps, even if I make them a power of 2 like 2048x1024. If I take the same files and try them in something like whirligig or vive software's video decoder project in Unity, they work fine. I'm wondering if there is some setting on my system that is messed up that I need to change? I've got a pretty souped up dev PC with a 1080 video card for my Vive so I would think hardware wouldn't be an issue.
     
  24. epit

    epit

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    Same here, I haven't been able to figure out a solution (see my other post)
     
  25. touloused

    touloused

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    I'm sorry to hear your having problems like this. Especially at lower resolutions (like 2048x1024) on a hefty gfx card (like the 1080) there really shouldn't be any problems.

    It sounds like this is probably a problem unrelated to our 180/360 support though. Have you tried playing the video in a standard VideoPlayer component targeting the Camera Near/Far planes? If that it still proving to be jittery, it would be useful if you could log an official bug including your media and system specs so we can take a closer look.
     
  26. rmagnust

    rmagnust

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    Code (CSharp):
    1.     void Update ()
    2.  
    3.     {
    4.  
    5.         if (Input.GetKeyDown(KeyCode.P) && movie.isPlaying)
    6.  
    7.         {
    8.  
    9.             movie.Pause();
    10.  
    11.         }
    12.  
    13.         else if (Input.GetKeyDown(KeyCode.P) && !movie.isPlaying)
    14.  
    15.         {
    16.  
    17.             movie.Play();
    18.  
    19.         }
    20.  
    21.     }
    22.  
    Hello Tolouse.

    Sorry if I am posting this twice. I found the forum AFTER I posted the comment on your blog.

    I need to control the playback of the video with the keyboard similar to the attached code.

    I have tried for several days and cannot make it work.

    Your documentation is awesome and I could build a working project that plays in my Oculus with no problem, but I cannot make it work with keyboard control

    I want to play, pause and rewind.

    I would really appreciate your kind help

    THANK YOU
     
    julien-conan likes this.
  27. NvdL

    NvdL

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    Great news that this shader is available now!
    I just wanted to share my experience with the shader in combination with a MP4 movie made with the Gear 360 (and exported with the Actiondirector) and the Google VR for unity with Cardboard.
    In the editor all movie file sizes worked fine but on my phone (Samsung S5) the gear 360 size (3840 x 1920) did not play. When I used a smaller size (1920 x 960 px) it did work. I guess this has to do with my phone not being the newest?
    Thanks for this new feature!
     
  28. Selzier

    Selzier

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  29. Story_holic

    Story_holic

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    can you tell me how to use it? I want to use this but i dont know how to...
     
  30. NvdL

    NvdL

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    Here is a description of how to use it.

    @ Selzier: Thanks, maybe the fps was too high indeed.
     
  31. sethB

    sethB

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    This may not be the forum for this and apologies if that is the case, but my video works fine in the editor but the animated skybox defaults to a different static skybox when I actually bake out into a .exe. I'm working on a VR project but it sounds like that shouldn't affect anything according to the IP -- I haven't been able to find anyone else with the same problem which leads me to believe I'm special. Any thoughts are much appreciated, even thoughts that suggest I'm a big tool :)
     
    Last edited: Sep 1, 2017
  32. korober

    korober

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    Hi, I'm trying create stereoscopic panorama viewer for Gear VR, but there is one thing, that I can't resolve...
    I use SkyboxPanoramicShader (from this article), It works good, except all things looks too big when device dressed. I'm really feels myself small inside scene. Then I've found that is stereoscopic effect (or not?)- when we are seeing two identical images by both eyes, our brain correct sizes for us. Here man with nicname "Stereoscopacetic" explain it. If close one eye and then dress on GearVR, then I feel myself normal.

    After that, I've tried to create 3D stereoscopic image (Vray stereoscopic render, see my.jpg), and use "3D-layout" parameter in shader, but nothing changes for me - all thing look too big whatever ...
    Now I'm realy disapointed and don't understand how to realise correct viewer. Maybe GearVr can't show 3D-stereoscopic content correctly at all? (some people talks that Google Cardbox show same panorams correctly).

    Please, help me to understand, is it possible to create correct VR-experience with GearVr and SkyboxPanoramicShader

    related topics: one, two
     

    Attached Files:

    • my.jpg
      my.jpg
      File size:
      1.1 MB
      Views:
      325
  33. epit

    epit

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    I figured for sure this issue was just either me doing something wrong (still might be) or my computer being messed up. So I popped in a spare 256GB SSD and did a fresh install of Win10 and Unity 2017.2.b9 and SteamVR and wound up with the same issue. Several 4096x2048 180 SBS mp4 Videos just stall when trying to play them, even on the near/far planes instead of the skybox texture

    If I use the AVPro Asset or the Vive Software Video Playback Asset they play fine in Unity. I can also play them fine using the built in Windows OS Player

    I have a Quad core 3.5 GHZ cpu, a GTX 1080 card, and 8GB of ram so I should be OK spec wise. I also noted that the CPU is pinned at 100% when using this Video Player but with others the CPU sits around 60%.

    So I will file a bug report, but it's just so weird no one else is having this issue.

     
  34. Lunin_

    Lunin_

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    Dec 21, 2015
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    Not sure if yours is the same issue I was running into, but I found that on GearVR if I had Single Pass set as the Stereo Rendering Method (Player Settings) when I was testing it, the same half of the image was rendered to both eyes, thus making everything feel really far away and flat. I think it's a bug with how the skybox is rendered when doing a single pass. You can test this by drawing something in a specific spot in the stereoscopic image that's different for each eye and then closing one eye at a time while looking there.

    Try setting it to Multi Pass and see if that helps :)
     
  35. sberky

    sberky

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    Hi, I'm having issues with my project build for Gear VR using this shader. Does anyone know how to fix this? Shader.png
     
    kumargyan and hawlett like this.
  36. touloused

    touloused

    Unity Technologies

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    Put SkyboxPanoramicBetaShaderGUI.cs file inside a sub-folder named "Editor".
     
    peechunks and hawlett like this.
  37. lightsailvr

    lightsailvr

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    Oct 25, 2016
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    @touloused - do you find better performance feeding equirectangular videos or cubemap?
     
  38. greenpyro

    greenpyro

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    Jun 22, 2017
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    Hey so I have been using this in a project and works great. I then imported my project package to a new project (so I could keep a lot of the settings) but now when I run I get this

    Assertion failed: Assertion failed on expression: 'srcAttach < m_CurrentFramebuffer.colorCount && "We should always resolve only current RT"'

    Tried remaking it from scratch and still getting the same error, got any advice?

    _----------------------------

    Ok seems like this only happens when I use the 4096x2048 which is the size of my video, if I change the texture to be 4096x2049 or anything else it works, super weird!
     
    Last edited: Sep 19, 2017
  39. thematheus

    thematheus

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    Sep 26, 2017
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    Hi
    Thanks a lot
    I'm a very very new user of Unity and succeed in adding a 360 video.
    As I'm a very new :), I'm now trying to add Virtual element in this video.
    I saw a Unity conference where they talked about adding a second sphere (if I well understood to mix the virtual element and the 360 video)
    I've tried some things, but didn't really worked out. I've succeeded in added a 3d character on my video but I'm guessing as it is not in a second sphere this character appears in front of the video ...
    If you could help I would be grateful :)
    Thanks
     
  40. idorurei

    idorurei

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    Sep 20, 2017
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    @touloused

    Can you comment on the exact requirements for the codec/format supported in the player?

    yuv420? bitrate? max resolution? etc etc...
     
  41. coldstar

    coldstar

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    Sep 20, 2014
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    Hello, I tried to apply texture decoded by AVPro. But the the decoded texture seems like always upside down, thay said it is the original format. If so, how can I apply this kind of texture to Skybox-PanoramicBeta.shader? Can it provide some kind of vertical flipping function? Thanks.
     
  42. yashk1

    yashk1

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    Feb 10, 2017
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    Hi..did you get any solution to this issue?
     
  43. unity_EFbcBm98pThpbg

    unity_EFbcBm98pThpbg

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    Oct 6, 2017
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    Hi, thanks for this "easy" way. But I am still having trouble getting this to run on my Smasung S5 mini.
    On my computer under Win 10 x64 it works, since I put the .cs file in a folder named "Editor" (I think this information should be added to the video tutorial and the script tutorial as well.)

    I am using VUZE 3D (top, bottom) footage in the newest Unity-version. At 3840*2160 the screen on the phone stays black (except for the cardboard player icons), at 1280*720 I get really weird pictures:
    left_eye_bottom.png Right_Eye_top.png


    Okay, apparently it works fine on a Samsung S7, my S5 mini seems to be too weak.
     
    Last edited: Oct 6, 2017
  44. pleribus77

    pleribus77

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    Jul 9, 2013
    Posts:
    27
    Hi there,

    I'm attempting to implement Offset / Offcenter Cubemaps in a stereo video player.

    As seen here at Oculus Connect 3 - they allow increasing resolution in the forward direction of 360 videos, taking pixels from behind the user.

    I've gotten as far as updating the skybox shader you've written to accept stereo cubemaps, and to remap the cube layout to the somewhat unique 2 x 3 grid format that Facebooks Transform360 FFMPEG plugin produces, but am falling short being able to rotate specific faces to match Facebooks Transform360 Offset Cubemap layout (2 x 3 grid)

    Using:

    float3 coords = normalize(i.texcoord) + float4(0,0,-0.5,0);

    And passing result to:

    float2 tc = ToCubeCoords(coords, i.layout, i.edgeSize, i.faceXCoordLayouts, i.faceYCoordLayouts, i.faceZCoordLayouts);​


    As seen in images below, the 2 x 3 layout (in LR stereo layout) rotates the left, front and right so that their edges align, and does the same for top, back and bottom (for more efficient video encoding).

    The result however is seen in the second image.

    I'm trying to follow along with the "ToCubeCoords" inline function in the shader and really only sort of get what is going on (using dot product and z axis to determine which face is being targeted in the layout)

    It's unclear to me how to pass the necessary logic to rotate only the left front and right faces anti clockwise before passing back the coords.

    Any shader writing advice from the experts appreciated.

    cubemap2.jpg cubemap1.jpg
     
  45. JacobRichards

    JacobRichards

    Joined:
    Oct 16, 2017
    Posts:
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    Hi @touloused ! I'm using 2017.3.0b2, and when I use the Skybox Panoramic shader in the editor, everything seems ti work fine. I'm building for Google Cardboard, so I have the GvrEditorEmulator in my scene, the video plays, and I can look around. When I build & run on my iPhone 6, I get a black screen and an error that says
    "Execution of the command buffer was aborted due to an error during execution. Ignored (for causing prior/excessive GPU errors) (IOAF code 4)".

    I'm using a 960x960 3D 360 video, so resolution shouldn't be an issue. Do you know what the issue might be here?

    Here's a link to a Drive folder containing my project: https://drive.google.com/file/d/0B2VH_MEBOklTQ1A1WnhBT0R4WG8/view?usp=sharing
    Open the stereo360testSkyboxPanoShader scene- it contains what I mentioned above.

    Thank you!

    Best,

    Jacob
     
    whrthsdwlknds likes this.
  46. Lyje

    Lyje

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    Mar 24, 2013
    Posts:
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    In case anyone else comes across this problem - I had an issue with a seam at 180 degrees (i.e. "behind") with equirectangular mode. The attached screenshot shows what I'm talking about. I fixed it - mostly - by disabling mipmapping on the (still) texture. There's still a slight seam by default, regardless of any other texture settings (e.g. wrap mode) - this can be decreased by adding the following lines to the shader in the frag function.

    Code (CSharp):
    1. float2 tc = ToRadialCoords(i.texcoord);   // Look for this line and add the following:
    2. float stitch = 0.0005;
    3. tc.x = min(1.0-stitch,tc.x);
    4. tc.x = max(stitch,tc.x);
    The value of stitch can be increased a bit to remove more of the seam, but at some point the resulting texture overlap will become too obvious.
     

    Attached Files:

    Last edited: Nov 13, 2017
  47. Tblake

    Tblake

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    Oct 24, 2017
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    Hi, I have no coding experience. Could you tell me how to create the Skybox/Panoramic material from the files you have posted?
     
  48. digableMatt

    digableMatt

    Joined:
    Dec 7, 2016
    Posts:
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    Hello! We're using this to display stereo (upper/lower) panoramic images and are encountering a very visible seam. This doesn't happen when playing stereo video files.

    Using Unity 2017.3.0b6

    Created a material
    Used Skybox/PanoramicBeta for the shader type
    Dragged the image (7680x7680) into the Spherical (HDR) area
    Then dragged the new material into the Skybox Material area

    When playing, it looks great - the stereo effect is working perfectly, but there is a very visible seam. Screenshot 2017-10-31 14.35.41.png

    Here are my import settings.
    Screenshot 2017-10-31 14.46.20.png
     
  49. digableMatt

    digableMatt

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    Dec 7, 2016
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    I just figured out why the seam was happening. I had to uncheck "Generate Mip Maps" and that made the seam go away.
     
  50. tdwyerdesign

    tdwyerdesign

    Joined:
    Feb 14, 2017
    Posts:
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    Just got this up and running like a charm, however the audio isn't playing back on my GearVR. Any thoughts?