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Mobile Movie Texture

Discussion in 'Assets and Asset Store' started by DanTreble, Dec 17, 2011.

  1. Dreamora

    Dreamora

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    If Unity Pros movie textures are no option for you (which are available on webplayers), then the only option you have is to play it in the website itself using the movie tag (web8m, mp4, ogg theora depending on browser)
     
  2. Almc

    Almc

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    Mar 15, 2013
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    FIXED: Turned out it was an issue with the videos. Re-encoded them with ffmpeg2theora and works a charm
     
  3. iamslash

    iamslash

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    Feb 6, 2013
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    I got problem about green screen.
    When it starts with the movie, I could find green screen a little (200 ms???) especially on LG OPTIMUS 2.
    Ofcourse I tried some codes from threads but it didn't work well.
    Please give me a advice.
     
    Last edited: Mar 19, 2013
  4. mleblanc

    mleblanc

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    I tried to run a video of 1 sec. 900x400 but on Nexus 10 it's extremely slow. And on a Acer Iconia Tab A110 it's fine. Do you have any idea why? (there's no other thing in my scene, only the video)
     
  5. tino

    tino

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    Oct 18, 2010
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    Hi DanTreble,

    I am having problems displaying demo movie from your first post properly on my Nexus 4.
    Movie texture displays fine in the Unity 4 editor but I can only see 'Play/Pause' button and 'Trial version notice', similarly to appleunite3d post on the first page.

    If I enable auto rotation in Android build settings then I can see the video for a split second when rotating the device.
    Any advice?

    Why do we have to try bugged version first?
     
  6. Lee Wei stretch

    Lee Wei stretch

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    hi,
    can u give me the sample code?
    i don't know how to write.
    it only shows read-only when i change the path.
    thx
     
  7. heavy

    heavy

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    Does your plugin work with Vuforia on android and ios?
     
  8. Daniel S.

    Daniel S.

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    Hi DanTreble,
    Please, are you considering development plugin for the windows platform RT over 8 windows mobile? Thanks
     
  9. Wimveck

    Wimveck

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    Mar 22, 2013
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    Hi DanTreble,

    Just bought your plugin, really really useful, great work!!!
     
  10. MatthewLeeFarmer

    MatthewLeeFarmer

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    Jul 31, 2012
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    Hello Dan,

    First off, I wanted to say that the plugin has been such a fantastic tool for us. We've been using it on the iOS platform without issue.

    However, I recently built the game in Android using the same code as iOS and we noticed some flickering around the time the video loops. What I mean by flicker is that it seems to flash to a random frame for a brief moment before continuing to play. It actually flickers once or twice around the loop point before continuing.

    I believe we are on the latest version of your plugin. The Device was a Nexus 4 with 4.2.2 using Unity3d 4.1.

    Let me know if I can provide any more information or if you'd like some video.

    We appreciate your help!

    Thank you,

    Matthew Farmer
    Dogbot Studios
     
  11. DanTreble

    DanTreble

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    Yes, that was the original reason I made it :)
     
  12. DanTreble

    DanTreble

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    That is strange. Obviously the Nexus 10 has a lot more pixels per inch than the A110, so the pixel shader cost on the N10 will be higher. I certainly don't have any device specific code in the plugin.
     
  13. DanTreble

    DanTreble

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    Not presently, I can't bring myself to install windows 8!

    I'm hoping that unity will support movie textures natively one day :)
     
  14. DanTreble

    DanTreble

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    Hey Matthew, can you mail me the video in question please?
     
  15. Defero

    Defero

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    Hi, great plugin, just bought it.

    I do have a problem with movie converting. I created a 350 frames with 30fps movie which is mp4 (tryed with avi also) format. But after converting the movie to ogg/ogv format i seem to loose a couple of frames at the end.
    Is there a way around this, because i need all of the frames in that movie to play out so that the next movie i play right after doesn't glich.

    The movies that are in mp4,avi format are working correctly.

    Thanks
     
  16. DanTreble

    DanTreble

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    Couple of questions
    Did you use my favourite converter ffmpeg2theora to convert to ogg/theora?
    Are you playing the second movie using a new MMT or the same one, there maybe less hiccup (allocations etc) if you use the same one to play your second movie. Assuming it is the same pixel size.
    Can you send me a sample I can debug? My email address in in the text file in the package.
    Silly question, can you weld the two movies together if they need to play one after the other?!

    Thanks

    Dan
     
  17. Defero

    Defero

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    Yes, i tryed converting with ffmpeg2theora and with one online converter, vlc wouldn't convert (just wrote streaming)

    The plugin plays the movie correctly, as it should. The problem is with the conversion of the movie. Whatever program i use to play the converted movie the it doesn't show the lost last few frames.

    i'm going to email you the .mp4 and .ogv files.

    Thanks
     
  18. Defero

    Defero

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    Hi,

    if anyone else has the same problem with loosing frames during the conversion of the movie, Dan found out that the ffmpeg2theora.0.29 has this problem.

    Instead use the 0.28 version, which doesn't have this problem:

    Link
     
  19. MartinG

    MartinG

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    Apr 17, 2013
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    Hi,

    is there a way to test the current version of MobileMovieTexture? I only found the demo for 1.1.1 and we want to test videotexture with alpha, before we decide to buy.

    Greetings,

    Martin
     
  20. J_P_

    J_P_

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    Annoyingly debugged an issue -- turns out case sensitivity matters on devices but not in the editor. Thought there was a problem with my video when it failed to open and crashed the app (but in editor it had no problems).
     
  21. Lee Wei stretch

    Lee Wei stretch

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    hey,
    I've run into a bug in an Android project.
    After I build an apk, where I put the material ball turns the color pink.
    What I should now?

    Version:MobileMovieTexture_v1.1.5.unitypackage
     
  22. DanTreble

    DanTreble

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    Pink can mean any number of things have gone wrong :-(

    A log cat would be really useful http://developer.android.com/tools/help/logcat.html
     
  23. DanTreble

    DanTreble

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    Sorry JTown, I don't think I can test for case sensitivity reliably on windows :-(
     
  24. Arell

    Arell

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    Feb 19, 2013
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    HI,
    I'm Demo packge download,
    And build in Unity, Xocde... that's play succece in iPad
    But, exchange not movie file..
    Demo packge in movie file is "RocketBunnies".
    I conveting codec my movie file, and attech movie file..
    Not play in Unity.. and Null error...
    How add movie file, and play?
     
  25. heavy

    heavy

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    Jul 20, 2011
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    I can get the movie texture to work on android and ios, but there seems to be a lot of flickering and I can see green screen behind the movie at times. Is this a common issue? Is there a fix?
     
  26. wingrider888

    wingrider888

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    Oct 27, 2010
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    Just got the plugin and it works great on it own.

    I need to use this with vuforia and when i build and run my project on an iPhone the build crashes at the Splash screen.

    s there a conflict between the 2 plugins? Any ideas on how i can fixed this?
     
    Last edited: Apr 29, 2013
  27. kmorimoto

    kmorimoto

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    Sep 18, 2012
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    Dear Mobile Movie Texture development team,


    Hi,
    I have a question about purchasing Mobile Movie Texture.

    (1)
    I found a notice about license in Asset Store; "This Extension requires one license per seat".
    I'd like to know how many licenses should I purchase for our team.

    * Our team (for example):
    - 5 engineers (each person uses 1 PC and 1 Mac)
    - 5 graphic designers (each person uses 1 PC, they don't require Mobile Movie Texture)
    - 5 game designers (each person uses 1 PC)
    - 10 or more testers and reviewers (each person uses 1 PC)

    We'd like to commit Mobile Movie Texture's assets to our Subversion repository.
    So I can't say precisely how many people will checkout it.
    Could you please give me some advice?

    (2)
    Are there any methods to purchase Mobile Movie Texture other than using Asset Store?
    If we have to purchase many licenses, I think that each developer has to create their Unity account.
    However, it's hard for me to do that. There is some complicated procedures we should manage to do in our company, you know...


    Thank you for your help.
     
  28. yuze

    yuze

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    Dec 17, 2012
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    Hi there! I'm having a problem :)

    When I build my scene, Normal .exe, the videos aren't playing and its a pink screen. But it works in the editor. Any advice?
     
  29. jacyoung

    jacyoung

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    May 7, 2013
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    hi,DanTreble
    Mobile Movie Texture,Why use no sound?
     
  30. exoszajzbuk

    exoszajzbuk

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    Apr 11, 2012
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    Hey Guys!

    We're just trying to create an Android/iOS app with MobileMovieTexture. We use SplitAlpha movies with the 1.1.7 Android delta fix you've posted on the forum.

    The plugins works fine on iOS and most of the Android test devices, but on the latest Galaxy S4 the movies are basically torn apart, and glitching randomly.

    Has anyone encountered this problem?

    Regrads:
    Balazs
     
  31. zagorskij

    zagorskij

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    Jan 23, 2013
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    HI,
    i tried to sync sound, good result on iOS but not on Android.
    i used a separate AudioClip and try to sync it.
    I calculated the delay between the two streams on the update method, then if the delay is becoming bigger than a X value, let's say 0.5 sec, i set the attachedAudioSource.timeSamples to the video time in that moment, but this works pretty fine on iOS but on Android i can hear glitches and echos. This is because on Android the delay is much more frequent. then i got the idea to use:

    Code (csharp):
    1. void OnAudioFilterRead (float[] data, int channels)  {    
    2.  
    3.        //makes audio wait for a difference smaller than 0.5
    4.  
    5.       // video is updated on Update method.
    6.  
    7.        while(audioVideoSyncDiff >0.5){
    8.  
    9.        }
    }

    but even i wait for much smaller values i still can hear pops in the sounds. I think this strategy of waiting is the right one, but how to avoid those pops? i tried to use a wav file but it did not help. Some ideas how to do it?
     
  32. pmws

    pmws

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    Sep 18, 2012
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    7
    Hi,

    what would be best practice for changing movie textures at runtime?

    Scenario:
    I have a plane that is supposed to show several different videos (depending which one the user selects)
    So want to switch the movie at runtime.

    Right now i change the path

    Code (csharp):
    1. MovieTexture.Path = "whatever.ogv";
    then i call
    Code (csharp):
    1. VideoTexture.Open();
    and
    Code (csharp):
    1. MovieTexture.Play();
    which i set public in your source code.

    This works just fine memory-wise. It causes the player tu stutter on mobile devices (when it loads the movie)
    Is there a better way to do this?

    Thx!
     
  33. yuze

    yuze

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    Dec 17, 2012
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    Hi there! I love the plugin but would like some advice on how to do this.

    When the player presses a key, I'd like it to play the movie but if they press again it just restarts from the begining..
    Unfortunately im not coder but I am using uScript.

    Thanks!! :D
     
  34. dondon

    dondon

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    Jul 6, 2012
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    I have the same problem. Works well on all devices except Samsung Galaxy S4. Did you find a solution?

    thx
    Roberto
     
  35. dondon

    dondon

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    Jul 6, 2012
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    Hi there
    for all others who have problems with the S4. You can reduce the frame rate like this in the Start function

    Application.targetFrameRate = 15;

    and then it works.

    Cheers
    Roberto
     
  36. Shreddin_PB

    Shreddin_PB

    Joined:
    May 30, 2013
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    Does this support the ability to step forward and backward in the video?
    Say I want to click and drag backwards to play backwards, and forward for forward?

    Also, It says no audio, but I see someone mentioning audio? is there a trick to get audio to work?
     
  37. afoutsjr

    afoutsjr

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    Aug 15, 2012
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    How did you create and/or convert your video file with transparency, ExplosionSplitAlpha.ogv?
     
  38. timhays

    timhays

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    Jun 19, 2013
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    I would also like to experiment with this method, I really need synchronized audio on my Android and iOS platforms.
    Could you please share your code? I will share any progress that I make as well, thanks!
     
  39. b0wnie

    b0wnie

    Joined:
    Jun 14, 2013
    Posts:
    5
    Hi,

    Just having a play with the demo today and got it working no problems. Nice work! Running on Samsung Galaxy Tab 2.0 I noticed the video playback added quite a lot to the load - using the profiler I could see maybe 30%+ usage of the MobileMoveTexture.Update. It's a reasonably long clip I manually OGV'd prior to import and it's about 67MB in size. Any recommendations to improve performance (shorter clip/smaller something else) or should I adjust frame rate downwards?

    Also I noticed some palette weirdness again on the Android - some black lines in rendering rest of the scene with the movie playing - this appears outside the area of a Projector/Multiply shadow blob (first person shadow). Not sure if this is related but didn't appear to be there before the movie was added.

    Thanks!
     
  40. SuperTalesNat

    SuperTalesNat

    Joined:
    Mar 20, 2013
    Posts:
    18
    Quick question (Hopefully anyway).

    Can the Plugin load an OGV from a directory structure other than StreamingAssets/ ?

    In particular, i'm looking to load/cache a movie file from the web, into a Unity app as a non-fullscreen asset, with alpha.

    Is there a current method for pathing the plugin to another directory OTHER than /StreamingAssets/ for playback?

    Please advise,

    Thanks in (any) advance,

    Nathaniel Hunter
    SuperTales Inc.
     
    Last edited: Jul 8, 2013
  41. phiglesias

    phiglesias

    Joined:
    Nov 20, 2012
    Posts:
    1
    Hi,

    Congratulations to the plugin I was looking for this for a long time .
    I tested with Vuforia but I have a concern. With the target image is always the same video being played.

    I feel that it is with DefaultTrackableEventHandler the solution exists, but I can not find how.

    I want to combine in one scene 5 pictures target with 5 different videos but this is the same video that is playing.

    Do you have an idea, a track?

    I developed an application for a client, you will allow me to quote your plugin?

    Congratulations for your plugin

    Regards

    Sorry for my English dust.

    Thank you Google Translate!
     
  42. JollyJenkins

    JollyJenkins

    Joined:
    Jul 21, 2011
    Posts:
    68
    Hello, I've just downloaded your mobile movie plugin and its working great so far with only a minor exception. Audio isn't firing off the videos. Do I need to play the audio files separately from the plug-in or am I just doing something wrong?

    Thank you in advance! :)
     
  43. AdbC99

    AdbC99

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    Jan 18, 2012
    Posts:
    53
    Hi, I'm an avid user of Mobile Movie Texture, but I have a problem which I can't solve which is how to get Mobile Movie Texture to write to a Texture2D so that I can use Mobile Movie Texture not just as a material but also within a GUI. Any workaround or solution would be wicked!
     
  44. s2zero

    s2zero

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    Jul 24, 2013
    Posts:
    2
    hi. i've got a question~

    it it possible for the latest version of Chroma king is working

    on android or iphone when you make a build out of it?:confused::confused:

    thank you
     
  45. s2zero

    s2zero

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    Jul 24, 2013
    Posts:
    2
    Hi DanTreble~

    This plug in(Movie texture mobile), What do I need to use?

    Description is required, or Video tutorial ...
     
  46. IDP

    IDP

    Joined:
    Sep 20, 2012
    Posts:
    6
    I tried to compile a project to IOS and it gives me linker errors:

    Undefined symbols for architecture armv7:
    "_videoPlayerSetVideoTextureIDIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerSeekToIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerPlayIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerSetVolumeIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerPauseIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerOnPauseIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerDeinitIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerGetVideoWidthIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerGetVideoHeightIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerUnloadIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerIsPlayableFullscreenIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerIsPlayableOnTextureIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerGetCurrentPositionIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerGetCurrentBufferingPercentageIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerLoadIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerGetStatusIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerUpdateVideoDataIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerGetLengthIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerStopIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    "_videoPlayerInitIOS", referenced from:
    RegisterMonoModules() in RegisterMonoModules.o
    ld: symbol(s) not found for architecture armv7
    clang: error: linker command failed with exit code 1 (use -v to see invocation)

    Any ideas?

    Regards,

    IDP
     
  47. imtrobin

    imtrobin

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    Nov 30, 2009
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    1,548
  48. Quiet-Pixel

    Quiet-Pixel

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    Aug 23, 2013
    Posts:
    48
    I needed to play some videos that were encoded at the wrong framerate. I made the following changes to MobileMovieTexture.cs to allow the playback speed to be changed at runtime. Thought others might find this useful.

    1. At the top add a private variable to keep track of the speed factor:

    Code (csharp):
    1. [UnityEngine.SerializeField]
    2. private double m_speedScale = 1.0;
    2. Add setter/getter functions:

    Code (csharp):
    1. public double speedScale
    2. {
    3.     get { return m_speedScale; }
    4.     set
    5.     {
    6.         if (value >= 0.0)
    7.             m_speedScale = value;
    8.         else
    9.             m_speedScale = 0.0;
    10.     }
    11. }
    3. Final in Update, replace "m_elapsedTime += Time.deltaTime;" with:

    Code (csharp):
    1. m_elapsedTime += m_speedScale * Time.deltaTime;
     
  49. diego_pedroza

    diego_pedroza

    Joined:
    Aug 23, 2013
    Posts:
    1
    Hi

    I will buy this Asset but on demo can't see any function to Seek the video

    Video.SeekTo(time) something like this, is there anyway to do this

    Thanks
     
  50. pkennedy

    pkennedy

    Joined:
    Jul 30, 2013
    Posts:
    2
    I just bought the full version and and added it to my Metaio AR scene but the video textured object disappears (audio still plays)