Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Join us on Thursday, June 8, for a Q&A with Unity's Content Pipeline group here on the forum, and on the Unity Discord, and discuss topics around Content Build, Import Workflows, Asset Database, and Addressables!
    Dismiss Notice

MediaPlayer8 - all-purpose, streaming & caching support

Discussion in 'Assets and Asset Store' started by thefallengamesstudio, Mar 27, 2017.

?

What's the next platform you'd like us to support?

  1. Windows PC

    56.3%
  2. iOS

    40.6%
  3. Windows Phone

    3.1%
  1. thefallengamesstudio

    thefallengamesstudio

    Joined:
    Mar 7, 2016
    Posts:
    724
    Hey. I responded you on the email. Will post here when the cause will be found (to let other users know if they have a similar problem)

    Hey.
    The debug info string there is currently only used in an unreleased variation of MP8.
    The simple version of MP8 (the one released), doesn't write anything to that string. What info would you like to know?
    I'm not sure it'll be possible to gather everything, but I'll try.

    -- Lucian
     
  2. ghasedak3411

    ghasedak3411

    Joined:
    Aug 25, 2015
    Posts:
    23
  3. thefallengamesstudio

    thefallengamesstudio

    Joined:
    Mar 7, 2016
    Posts:
    724
    Hey. I had to do it via a native C++ plugin, and only for Android. But I cannot share the sources.
    But there may be better options out there, if you have the time to search. It's been a while since I've researched anything on this subject. Cheers!

    -- Lucian
     
  4. bharathrajad

    bharathrajad

    Joined:
    Jan 4, 2021
    Posts:
    1
    Can you add rtsp/udp stream support ?
     
  5. thefallengamesstudio

    thefallengamesstudio

    Joined:
    Mar 7, 2016
    Posts:
    724
    Hey. Probably in the future, but no I cannot provide an ETA

    -- Lucian
     
  6. thefallengamesstudio

    thefallengamesstudio

    Joined:
    Mar 7, 2016
    Posts:
    724
    Hey,

    Like you said, it seems like you could solve it by tweaking the texture's params, like the mipmaps param.

    You can search for "CreateExternalTexture" and you'll find a line in MediaPlayer8.cs where this is done. I see we're using mipmaps by default. I'm thinking of adding a field to MediaPlayer8 component to control the mipmaps parameter. In the meanwhile, feel free to add it yourself and make sure to analyze the diffs from any upcoming updates to keep those changes.

    Hope this helps!
     
  7. DPRH

    DPRH

    Joined:
    Sep 5, 2015
    Posts:
    1
    Hi,
    Any possibility to add playback speed control to plugin?
    Thanks.
    Dmitry
     
  8. P_jvillar

    P_jvillar

    Joined:
    May 28, 2019
    Posts:
    19
    hi,
    Is it posible to use as a source a bite[] stream in h264 instead of a file/url?
    thanks
    Javi
     
  9. thefallengamesstudio

    thefallengamesstudio

    Joined:
    Mar 7, 2016
    Posts:
    724
    Hey. Not directly with the current implementation. May I suggest you use an intermediary file for this? I know it's not prefect but if you already have the bytes buffer, might as well write it to a file in real time. The player should handle it, provided that the format of the bytes are made for incremental reads. The only problem you need to look for is disk space. Not a perfect solution, but could be enough

    Hey. Android: should be already possible by accessing the native exoplayer part via AndroidJavaObject/AndroidJavaClass, but you need good native Android knowledge and the exoplayer's API.
    I wasn't notified about your message, sorry. It's already too late, but I respond anyway: yes, there's a Surface object created on android side which might interfere with this
     
  10. Hosnkobf

    Hosnkobf

    Joined:
    Aug 23, 2016
    Posts:
    1,061
    Hi,
    I have seen that you are not supporting DRM but from your comments 5 years ago, it looks like you actually got it working on *some* devices... I really need this feature for a project which has only one target device (HTC Vive Flow). Couldn't you simply release it as experimental feature, so I can try if it works on my device?