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Mobile Movie Texture

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

  1. hersch

    hersch

    Joined:
    May 19, 2015
    Posts:
    2
    you musst edit the shader. use "cull off".

    Color Mask RGB
    Lighting Off Fog { Color (0,0,0,0) }
    cull off



    or load a sphere in it with normals flipped.
     
  2. jxxxxst

    jxxxxst

    Joined:
    Nov 3, 2012
    Posts:
    50
    This is the third movie texture plugin I tried and is by far the most reliable and easy to use on the asset store. Thanks for the demo version !
     
  3. Xanatos38

    Xanatos38

    Joined:
    Mar 31, 2014
    Posts:
    4
    Nobody else has this problem too ?
    For some unknown reasons (no logs...) sometimes it works well and some others it shows a black screen.

    Obviously the problem comes from a conflict between Vuforia and MMT (when I disable MMT, Vuforia works). But why only on iPhone 5 and 5C ?

    I use Unity 4.6.5, Vuforia 4.2.3 and MMT 2.1.2
     
  4. jasminetay

    jasminetay

    Joined:
    May 20, 2015
    Posts:
    3
    THANK YOU SO MUCH!!! IT WORKEDDDD!!! :D
     
  5. Xanatos38

    Xanatos38

    Joined:
    Mar 31, 2014
    Posts:
    4
    I found why this problem occured. It comes from Vuforia only.
    If the scene to load is too big and takes too long to load, the camera is shutted down by iOS.

    See this thread on Vuforia forum : https://developer.vuforia.com/forum/issues-and-bugs/vuforia-fails-initialize-camera&sort=2

    This solution works for me : https://developer.vuforia.com/forum/issues-and-bugs/vuforia-fails-initialize-camera#comment-2046116
     
  6. JorgeQuevedoC

    JorgeQuevedoC

    Joined:
    Apr 30, 2014
    Posts:
    5
    Same problem here. I use Unity 4.5. I've seen the libraries `libtheorawrapper.a`and `libtheorawrapper.so` are missing in version 2.1.2 of MMT (were present in 2.1.1). I tried importing them from 2.1.1 and the error is gone. But when I ran it in my iOS device I just got a pink screen.

    Has somebody got any solution so far?
     
  7. AlvaroBeiro

    AlvaroBeiro

    Joined:
    Apr 28, 2015
    Posts:
    1
    So, I tried it and the app on Android runs at 60+ fps, but the video runs in the app runs at about 3 fps, while in my computer I can run it at 25fps (outside unity)
     
  8. ThePayneX

    ThePayneX

    Joined:
    Jun 12, 2013
    Posts:
    7
    I am also having the same problem as UnityDev291. My game is crashing on iPhone 6 with same errors. I emailed Dan, and waiting for reply... has anyone found the solution for the yet?
     
  9. ThePayneX

    ThePayneX

    Joined:
    Jun 12, 2013
    Posts:
    7

    I am facing the exact same problem in iPhone 6.. have you got the fix yet.
     
  10. bryan_lee

    bryan_lee

    Joined:
    Apr 9, 2013
    Posts:
    3
    Using Unity4.6.5, android is fine, but running on iphone, I found iphone5c is ok ,but a little slow, and on iphone6 it is show pink, seems losing material, I think maybe it is ios 64bit bug, so now I just let it running on android, iphone use a texture to replace,LoL
     
  11. bdovaz

    bdovaz

    Joined:
    Dec 10, 2011
    Posts:
    1,016
    I understand that I can't play video and audio with this plugin, I have to separate them and play them from two different components (MobileMovieTexture and AudioClip).

    Can I have sync problems if I pause/resume it many times?
     
  12. bdovaz

    bdovaz

    Joined:
    Dec 10, 2011
    Posts:
    1,016
    Also, how can I make it compatible with NGUI? I don't know very much about Shaders.
     
  13. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    The YCrCbtoRGBSplitAlpha isnt working on iOS with the latest 2.1.2 version. Works fine in the editor, but its invisible on iOS. I have tested in Unity 4.6.4 & Unity 4.6.5. Any suggestions?
     
  14. Almc

    Almc

    Joined:
    Mar 15, 2013
    Posts:
    3

    Thanks for the post! Had the same problem but your advice was the secret. I've uploaded a combined version of the AppControllers to GIT:
    https://github.com/almcewen/VuforiaMMTAppController
     
    mimminito likes this.
  15. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Maybe this is whats causing my issue above... Ill give it a test. Thanks
     
  16. eskiroy

    eskiroy

    Joined:
    May 9, 2014
    Posts:
    11
    OMG... that magically worked on my iPhone 6+, will test on other devices. Thanks so much!! For anyone else facing same issues, can we all test this method and report back?

    Edit: Also tested on iPhone 5 and iPad Air 2, and is working like a charm :)
     
    Last edited: Jun 3, 2015
  17. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    This is working for me as well! I wish the developers would state in documentation about these things, its common plugins require a custom App Controller and helps debug issues!
     
  18. rastleks

    rastleks

    Joined:
    Jul 17, 2014
    Posts:
    43
    Hi!

    I need help :(
    In Example scene i have errors

    DllNotFoundException: theorawrapper
    MMT.MobileMovieTexture.Start () (at Assets/MobileMovieTexture/MobileMovieTexture.cs:323)

    Exception: problem opening movie
    MMT.MobileMovieTexture.Open () (at Assets/MobileMovieTexture/MobileMovieTexture.cs:503)
    MMT.MobileMovieTexture.Play () (at Assets/MobileMovieTexture/MobileMovieTexture.cs:406)
    TestMobileTexture.OnGUI () (at Assets/MobileMovieTexture/TestMobileTexture.cs:39)


    How to fix it ?
     
  19. cbigas

    cbigas

    Joined:
    Mar 16, 2015
    Posts:
    5
    Hii DanTreble !
    I want to buy your plugin MMT. I tested your free version, it's work fine on Android devices, but i have an error on compilation iOS (xCode) :
    "_UnityGetMetalBundle"
    +[TextureMetal aClassMethod:height:] in libtheorawrapper.a(TextureMetal.o)
    My question is :
    "Is that error has been corrected on the paid version ?"

    Thanks.

    (Sorry for my bad English)
     
    Last edited: Jun 8, 2015
  20. shadows_s

    shadows_s

    Joined:
    Oct 7, 2013
    Posts:
    4
    I have trouble to run plugin on iOS x64 devices (iPhone5s, iPhone6..).
    It's shows pink screen or fail.
    Are there any solution?

    MMT Full 2.1.2
    Unity 4.6.3f p2
    Xcode 6.3.1
     
    Last edited: Jun 9, 2015
  21. S4T0R

    S4T0R

    Joined:
    Nov 14, 2013
    Posts:
    3
    Hello,

    I bought the full version but when i upload my video (even in the MMTSample scene) there are always the 'demo' logos on the screen video... How Can I fix it? Is there a particulary way to upload the plugin after the demo?
    Thanks. 01.jpg
     
  22. cbigas

    cbigas

    Joined:
    Mar 16, 2015
    Posts:
    5
    Hello !

    I bought the plugin Mobile Movie Texture but I still have the following error
    on compilation iOS (xCode) :

    Undefined symbols for architecture armv7:​
    "_UnityGetMetalBundle", referenced from:
    +[TextureMetal aClassMethod:height:] in libtheorawrapper.a(TextureMetal.o)

    My new question is :
    How can I correct this error ?

    Please help me ! I don't want regret my purchase !

    (Sorry for my bad English)
     
  23. GDNerd

    GDNerd

    Joined:
    Jun 10, 2015
    Posts:
    1
    I am having a Green Screen issue with MMT. I imported a project into another project to merge and the video playback stopped functioning. None of the demo scenes work now either. When I pause in editor and check the textures in the shader, they are the correct frames of the video, but all it outputs is solid green. I have re-imported MMT, the videos, and the scene in question to no avail. Any suggestion on how to move forward would be appreciated.
     
  24. cbigas

    cbigas

    Joined:
    Mar 16, 2015
    Posts:
    5
    Same problem :
    Undefined symbols for architecture armv7:
    "_UnityGetMetalBundle", referenced from:
    +[TextureMetal aClassMethod:height:] in libtheorawrapper.a(TextureMetal.o)

    Did you find a solution ?
     
  25. Den D.

    Den D.

    Joined:
    May 30, 2014
    Posts:
    11
    How can I access MobileMovieTexture Script from other other script. like when GUI button is clicked movies should play
     
    Last edited: Jun 12, 2015
  26. cbigas

    cbigas

    Joined:
    Mar 16, 2015
    Posts:
    5
    Hii Den D.
    Look my code :
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using UnityEngine.UI;
    4.  
    5. [RequireComponent(typeof(MMT.MobileMovieTexture))]
    6.  
    7. public class ActionEnableAndPlayScript : MonoBehaviour {
    8.    
    9.     public Button buttonTarget;
    10.     public GameObject gameObj;
    11.    
    12.     public GameObject movieTextureGameObj;
    13.  
    14.     private MMT.MobileMovieTexture m_movieTexture;
    15.    
    16.     void Awake()
    17.     {
    18.         m_movieTexture = movieTextureGameObj.GetComponent<MMT.MobileMovieTexture>();
    19.     }
    20.    
    21.    
    22.     // Use this for initialization
    23.     void Start () {
    24.         this.buttonTarget.onClick.AddListener(() => { enableObject(); });
    25.     }
    26.    
    27.     private void enableObject() {
    28.        
    29.         this.actionMenuOpenScene ();
    30.     }
    31.    
    32.     private void actionMenuOpenScene() {
    33.        
    34.         if(gameObj.activeSelf == false) {
    35.             gameObj.active = true;
    36.             m_movieTexture.Play(); // Play movie
    37.         } else {
    38.             gameObj.active = false;
    39.             m_movieTexture.Stop(); // stop movie
    40.            
    41.         }
    42.     }
    43.    
    44. }
    45.  
    In addition to Play or Stop the movie, I show or hide the plane.
    Enjoy ;)

    (sorry for my bad english)
     
    Den D. likes this.
  27. ThePayneX

    ThePayneX

    Joined:
    Jun 12, 2013
    Posts:
    7
    hey cbigas, try updating the plugin. close the xcode project, delete it and then rebuild from xcode again
     
  28. mangacool

    mangacool

    Joined:
    Mar 4, 2015
    Posts:
    8
    I got the video to play as an intro, but following that video gradual corruption starts to creep into all the other game textures until text is unreadable and the display is just a smear of random textures. I've been working about 6 hours now trying to solve this issue - if I can't, I'll have to declare it a loss and try to claim a refund.
     
  29. Tibor-Udvari

    Tibor-Udvari

    Joined:
    Apr 1, 2015
    Posts:
    14
    Hello guys,

    I'm trying to make a 360 spherical video with the Google Cardboard SDK for iOS.
    I have managed to create a scene with the video working in the editor modifying the Shader with cull off .

    When I try to load it on my iPhone the scene stays black though.
    I have no idea how to debug this.

    Has anyone created a similar project before? Maybe a sample project?
    I will post a simple example shortly.
     
    NicholasHernandez likes this.
  30. appearition_unity

    appearition_unity

    Joined:
    Jun 1, 2015
    Posts:
    4
    Hello,

    We are planning to play video which is download from internet on the the mobile device and play the video on the texture. Is it possible to achieve this?As I see the audio and video needs to be played separately How can I play audio files which are in sync with the downloaded video. Should we download both audio and video file separately and play so that they are synced? Can you please let me know how to achieve this?

    Thanks
     
  31. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Yes you would need to download the audio and video separately, and then assign these to your components and then play them. I dont believe you can stream the videos in, so you would need to download and then play once fully on disk.
     
  32. c_andrews

    c_andrews

    Joined:
    Jan 26, 2015
    Posts:
    106
    Hi, I'm having some shader issues in Unity 4.6.6 using MMT 2.1.2. I get the following errors:

    "Shader compiler: internal error preprocessing shader: Error polling external process"
    "Shader error in '': Parse error: syntax error at line 1"

    Any ideas how I can resolve the issue? I've got to deliver a build tomorrow and its all broken... eek!

    Thanks in advance
     
  33. c_andrews

    c_andrews

    Joined:
    Jan 26, 2015
    Posts:
    106
    Ok ignore me, I read elsewhere that its because of a buggy compiler and i had to repair my disk permissions and re-save each shader. It looks like im back up and running again which is good. Panic over!
     
  34. Oh_bRo

    Oh_bRo

    Joined:
    Jun 24, 2015
    Posts:
    1
    Hey Dan,

    I am trying to import videos using your awesome plugin. I've succeeded in changing the demo with another video so that's cool. My questions are :

    1. Does the plugin only support OGV ? My videos are currently in m4v and although converting works, there is a loss in quality and an increase of 200% in size (the conversion might have been bad?)

    2. I have not tried to compile for the iPhone yet, but I see a lot of people talking about the necessity of having Unity pro. I currently don't have Unity pro, yet the plugin works (in Unity, again, I have not tried to export). Does it require Unity Pro?

    3. Are there any tutorials on the web on how to use your plugin ? Detailed steps etc..

    Thank u again for this awesome contribution!

    Cheers
     
  35. brunopava

    brunopava

    Joined:
    Aug 7, 2012
    Posts:
    5
    I'm having a problem with the Mobile Movie Texture and Vuforia.

    It works fine on Android, but on iOS the plane on wich its being played the movie is just black.
    Does anyone know how to solve this problem?
     
  36. JosepSerres

    JosepSerres

    Joined:
    Nov 24, 2014
    Posts:
    5
    I had that issue and the problem came from the AppController in my case.

    Solved this by following juanje_89 steps:
    To sum up,

    If you have MMTAppController.mm and VuforiaNativeRendererController.mm in your Plugins > iOS folder, you have to merge them in order to make MMT and Vuforia work together.

    To do this, I deleted both files and created a new one called MyAppController.mm:

    Code (CSharp):
    1. #import <UIKit/UIKit.h>
    2. #import "UnityAppController.h"
    3. #import "VuforiaRenderDelegate.h"
    4.  
    5. extern "C" void MMTUnitySetGraphicsDevice(void* device, int deviceType, int eventType);
    6. extern "C" void MMTUnityRenderEvent(int marker);
    7. // Unity native rendering callback plugin mechanism is only supported
    8. // from version 4.5 onwards
    9. #if UNITY_VERSION>434
    10.  
    11. // Exported methods for native rendering callback
    12. extern "C" void UnityRenderEvent(int marker);
    13.  
    14. #endif
    15.  
    16. // Controller to support native rendering callback
    17. @interface MyAppController : UnityAppController
    18. {
    19. }
    20. - (void)shouldAttachRenderDelegate;
    21. @end
    22.  
    23. @implementation MyAppController
    24.  
    25. - (void)shouldAttachRenderDelegate
    26. {
    27.     UnityRegisterRenderingPlugin(&MMTUnitySetGraphicsDevice, &MMTUnityRenderEvent);
    28.     self.renderDelegate = [[VuforiaRenderDelegate alloc] init];
    29.  
    30. // Unity native rendering callback plugin mechanism is only supported
    31. // from version 4.5 onwards
    32. #if UNITY_VERSION>434
    33.     UnityRegisterRenderingPlugin(NULL, &UnityRenderEvent);
    34. #endif
    35. }
    36. @end
    37.  
    38. IMPL_APP_CONTROLLER_SUBCLASS(MyAppController)
     
  37. brunopava

    brunopava

    Joined:
    Aug 7, 2012
    Posts:
    5
    Sir, you just made my boss almost kiss me. I would thank you but he is a man.
    Just kidding.

    Thanks a lot for the solution, it works perfectly.
     
  38. yuliyF

    yuliyF

    Joined:
    Nov 15, 2012
    Posts:
    188
    Is it work on Android 2.3 with .mp4 - ?
     
  39. JosepSerres

    JosepSerres

    Joined:
    Nov 24, 2014
    Posts:
    5
    It doesn't work with .mp4
    You need to convert your videos to ogg theora.
    To do so, I use http://v2v.cc/~j/ffmpeg2theora/
     
  40. SpeakBeaver

    SpeakBeaver

    Joined:
    Jul 8, 2015
    Posts:
    5
    Hi ,
    i want to try the demo before buy it . But The problem is that i try to play a texture movie on a Object 3D import from blender , but i doesn't work ( i don't kow how to do that too ^^' , i just give the same material as the default plane on the scene ) someone know how to do that ? =)
     
  41. watsonsong

    watsonsong

    Joined:
    May 13, 2015
    Posts:
    555
    I met a pink screen at each movie play.
    I think it because the texture is not prepared.
    Can you resolve it?
     
  42. SpeakBeaver

    SpeakBeaver

    Joined:
    Jul 8, 2015
    Posts:
    5
    try to take the same material as the plane from the scenes folder , take the material from the inspector for your new object before to delete the plane ( i hope i help you ^^ )
     
  43. watsonsong

    watsonsong

    Joined:
    May 13, 2015
    Posts:
    555
    I am trying the offical demo but it has the same problem.
    The movie can be play and I can see it, but just the very begining of the movie play, it will show a pink screen about 0.1 second.
     
  44. Gareth-Tech

    Gareth-Tech

    Joined:
    Jul 10, 2015
    Posts:
    20
    I am currently testing your demo and it is fantastic.
    Using Unity 5 and building for iOS works fine.
    It's just when I test the itunes demo stage that I seem to have a problem.
    It's important to know that the software can be uploaded to itunes but at the point, after successfully archiving the app, it comes up with a codesign failed when I try to export the app. From previous experience I know this could be related to the "libtheorawrapper" file.

    What are the setting I should use for an iOS build?
    Or if there is any known reason for the code sign failed error please let me know?

    Thanks
     
  45. y2thez

    y2thez

    Joined:
    Jul 4, 2015
    Posts:
    1
    This also solved my issue when using Google cardboard with Mobile Movie Texture!

    Thanks a lot!
     
  46. BEFaughnan

    BEFaughnan

    Joined:
    Oct 4, 2013
    Posts:
    13
    My video will not play the first time the 'Movie Screen' object is enabled, it is just a black screen. 2nd, 3rd, 4th+ times it works perfectly. Anyone else get this?

    Using Android, unity 5.0.1 and MMT 2.1.2
     
    Last edited: Jul 14, 2015
  47. nOsmircK

    nOsmircK

    Joined:
    Mar 18, 2014
    Posts:
    8
    EDIT
    ******SOLVED******
    See the end of the post for the solution
    *******************************************

    Hi, DanTreble the company I work for, bought your plugin for a Cardboard project, it worked perfectly on Android, but on iOS we have problems, the scenes where the videos should play are crashing.

    So, I did some tests to reduce the problem. This is what I did:

    - Created a new blank project on Unity 5.1.1p1
    - Imported your plugin (v2.1.3) directly from the Asset Store
    - Added the Cardboard Plugin https://developers.google.com/cardboard/unity/
    - Opened your Sample Scene (MMTSample), deleted the Camera and added the CarboardMain Prefab
    - Added the sample scene to the build settings
    - Built the XCode Project like this:
    * Orientation: Landscape Left
    * Scripting Backend: IL2CPP
    * Architecture: Universal
    * Target Device: iPhone Only
    * iOS Compatibility: 8.0
    * Api Level: .Net 2.0 (subset)
    * Stripping Level: Use micro mscorlib

    I tested on iPhone 5 iOS 8.4 and everytime I run the project, it crashes with an error that doesn't print anything special, but shows me that it crashed with a EXC_BAD_ACCESS on PluginsRenderMarker on Thread 1

    If you need more information or something I can send the project I have (your plugin + Cardboard with sample scene) for you to debug.

    I'm not sure the problem is your plugin because I compiled a project with ONLY your plugin and it worked just fine, I also compiled the project with Cardboard alone and of course tested both plugins together on separated scenes and everything seems to work fine, except when they are together. Can you please check it out? right now your plugin is the only solution that works, and it does very well, but it seems to fail with IL2CPP + cardboard.

    Thanks in advance for any help you can give us.

    *************************************************
    SOLUTION:

    First, the latest cardboard plugin (for this date, july 30 2015) fixed the crashing, but then the black texture happened.

    After a quick response from the creator of the plugin via email support, the solution was pretty straight forward.

    The problem was caused because MMT has an MTTAppController.mm and Cardboard has also an CardboardAppController.mm, those files were somehow "colliding" and the solution was simply to merge both into one file MMTCardboardAppController.mm and delete the other ones.

    The files are located under Plugin/iOS on your assets folder, also, you can just add it to your previously exported XCode project.

    It worked on my iPad2 iOs 7.1, iOS 8.4, iPhone 5 and 6 iOS 8.4.

    Here is the merged file:

    Code (CSharp):
    1.  
    2. // Copyright 2015 Google Inc. All rights reserved.
    3.  
    4. //
    5.  
    6. // Licensed under the Apache License, Version 2.0 (the "License");
    7.  
    8. // you may not use this file except in compliance with the License.
    9.  
    10. // You may obtain a copy of the License at
    11.  
    12. //
    13.  
    14. //     [URL]http://www.apache.org/licenses/LICENSE-2.0[/URL]
    15.  
    16. //
    17.  
    18. // Unless required by applicable law or agreed to in writing, software
    19.  
    20. // distributed under the License is distributed on an "AS IS" BASIS,
    21.  
    22. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    23.  
    24. // See the License for the specific language governing permissions and
    25.  
    26. // limitations under the License.
    27.  
    28.  
    29. #import "CardboardAppController.h"
    30.  
    31. #import "UnityAppController.h"
    32.  
    33.  
    34. extern"C"void MMTUnitySetGraphicsDevice(void* device, int deviceType, int eventType);
    35.  
    36. extern"C"void MMTUnityRenderEvent(int marker);
    37.  
    38.  
    39.  
    40. extern"C" {
    41.  
    42.  
    43.  
    44.     externvoid readProfile();
    45.  
    46.     externvoid syncProfile();
    47.  
    48.  
    49.  
    50.     externvoid createSettingsButton(id app, UIView* view);
    51.  
    52.     externUIViewController* createSettingsDialog(id app);
    53.  
    54.     externUIViewController* createOnboardingDialog(id app);
    55.  
    56.  
    57.  
    58.     bool isOpenGLAPI() {
    59.  
    60. #if UNITY_VERSION < 463
    61.  
    62.         returntrue;
    63.  
    64. #else
    65.  
    66.         CardboardAppController* app = (CardboardAppController *)GetAppController();
    67.  
    68.         UnityRenderingAPI api = [app renderingAPI];
    69.  
    70.         return api == apiOpenGLES2 || api == apiOpenGLES3;
    71.  
    72. #endif
    73.  
    74.     }
    75.  
    76.  
    77.  
    78.     void launchSettingsDialog() {
    79.  
    80.         CardboardAppController* app = (CardboardAppController *)GetAppController();
    81.  
    82.         [app launchSettingsDialog];
    83.  
    84.     }
    85.  
    86.  
    87.  
    88.     void launchOnboardingDialog() {
    89.  
    90.         CardboardAppController* app = (CardboardAppController *)GetAppController();
    91.  
    92.         [app startSettingsDialog:createOnboardingDialog(app)];
    93.  
    94.     }
    95.  
    96.  
    97.  
    98.     void endSettingsDialog() {
    99.  
    100.         CardboardAppController* app = (CardboardAppController *)GetAppController();
    101.  
    102.         [app stopSettingsDialog];
    103.  
    104.     }
    105.  
    106.  
    107.  
    108. }  // extern "C"
    109.  
    110.  
    111. @implementation CardboardAppController
    112.  
    113.  
    114. - (void)preStartUnity {
    115.  
    116.     [superpreStartUnity];
    117.  
    118.     syncProfile();
    119.  
    120. }
    121.  
    122.  
    123. - (UnityView *)createUnityView {
    124.  
    125.     UnityView* unity_view = [supercreateUnityView];
    126.  
    127.     createSettingsButton(self, (UIView *)unity_view);
    128.  
    129.     return unity_view;
    130.  
    131. }
    132.  
    133.  
    134. - (void)launchSettingsDialog {
    135.  
    136.     [selfstartSettingsDialog:createSettingsDialog(self)];
    137.  
    138. }
    139.  
    140.  
    141. - (void)startSettingsDialog:(UIViewController*)dialog {
    142.  
    143.     [selfpause:YES];
    144.  
    145.     [self.rootViewControllerpresentViewController:dialog animated:NOcompletion:nil];
    146.  
    147. }
    148.  
    149.  
    150. - (void)stopSettingsDialog {
    151.  
    152.     [[selfrootViewController] dismissViewControllerAnimated:NOcompletion:nil];
    153.  
    154.     [selfpause:NO];
    155.  
    156. }
    157.  
    158. - (void)shouldAttachRenderDelegate;
    159.  
    160. {
    161.  
    162.     UnityRegisterRenderingPlugin(&MMTUnitySetGraphicsDevice, &MMTUnityRenderEvent);
    163.  
    164. }
    165.  
    166. - (void)pause:(bool)paused {
    167.  
    168. #if UNITY_VERSION < 462
    169.  
    170.     UnityPause(paused);
    171.  
    172. #else
    173.  
    174.     self.paused = paused;
    175.  
    176. #endif
    177.  
    178. }
    179.  
    180.  
    181. @end
    182.  
    183.  
    184. IMPL_APP_CONTROLLER_SUBCLASS(CardboardAppController)
    185.  
     
    Last edited: Jul 30, 2015
    revocelotmoky likes this.
  48. angvz

    angvz

    Joined:
    Sep 25, 2014
    Posts:
    3
    This plugin was working very well for me. Even though I was making ogg videos 1024x2048 in size (with stacked alpha) for a 1024x1024 viewable size.

    But then I started getting this error on iOS...

    /SourceCache/AcceleratorKit/AcceleratorKit-17.7/Framework/MTLTexture.m:458: failed assertion `(origin.x + size.width)(1056) must be <= width(352).'

    I should add that I am changing the Path and calling Play() to reload the movie a runtime. It seems to be intermittent for one movie file and always fails for a second.This is a link to the movie that fails...

    http://97.94.203.253/share/stuff/ogg3.ogv
     
  49. balua

    balua

    Joined:
    Oct 22, 2014
    Posts:
    1
    Does your plugin work with other path? I ask to that before I buy your plugin. Example, I would like to play other video from sdcard(android). Can yours work with that. Because I found other plugin, but they work with path Application.dataPath / Application.streamingDataPath, not work with Application.persistentDataPath. Thanks
     
  50. SpeakBeaver

    SpeakBeaver

    Joined:
    Jul 8, 2015
    Posts:
    5
    Someone success to play a movie texture of a video with high quality on a sphere for google cardboard ?
    It works, the stereoscopie work reall well , but the video on the sphere lag ( video = 106 Mo ).
    If someone know how to resolve the problem ( i have the demo )