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Mobile Movie Texture

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

  1. Imploded

    Imploded

    Joined:
    Mar 30, 2012
    Posts:
    2
    First I just want to say this is a great plugin - I tried the demo and it works perfectly for what I need it to do. However, I purchased it today, started a clean project, and I cannot get it to work. It is giving me the error:

    EntryPointNotFoundException: OpenStream
    Assets/MobileMovieTexture/MobileMovieTexture.cs Line: 237

    Any idea what is going on here?
     
  2. Imploded

    Imploded

    Joined:
    Mar 30, 2012
    Posts:
    2
    I restarted everything and now it works! :)
     
  3. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Glad to hear it and thanks for buying it!

    The editor holds on to the old dll/bundle/.a and only loads the new one on a restart. That's probably what got you :-/
     
  4. Super_apple

    Super_apple

    Joined:
    Mar 14, 2011
    Posts:
    31
    How to Start the Movie and the audio at the same Time?

    i have a 720P Movie ,it seem slightly bigger 1280X720 (the audio of the Movie saved as another files);

    On my ipad2, when audio finished playing,but the Movie keep playing ,

    So my question is that how make the Movie and the Audio Start END at the same Time?
     
  5. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Try the attached script View attachment $MobileMovieTexture.cs in place of the retail package. It should skip frames if the iPad can't decode them quickly enough.

    1280x720 is pretty big, bigger than the iPad's resolution!...
     
  6. Super_apple

    Super_apple

    Joined:
    Mar 14, 2011
    Posts:
    31
    thanks a lot !

    your Script Works!
    Now,
    I try to resize the Movie to 640X480 ,it works very well,but seems a little blur.
    So i resize the Moive to 720X480 ,Here comes the question U see the PIC.
    the left Img seems slightly red.
     

    Attached Files:

  7. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Looks like the Cr channel is offset to the left. Very strange. What did you use to compress it? Does it play fine in another player on the pc/mac?

    Glad that script works, I'll do an update and put it in. I did leave a Debug.Log in there you might want to take out :)
     
  8. Rob_Fireproof

    Rob_Fireproof

    Joined:
    Jan 16, 2012
    Posts:
    9
    Hi there,

    I've grabbed the latest (1.1.3) version of the demo for evaluation, and I'm having a couple of problems:

    - The performance isn't great - a 1080x720 video runs at lower than 15fps (MobileMovieTexture.Update() is coming in at 49ms on an iPad3). A 640x480 video is 21ms (enough to drop us below 30fps). I've not profiled an iPad2 but judging by eye I think it's similar. Is that expected?

    - If I loop my video, it gradually builds up artefacts over time. They're blocks of primary colours which start very subtle but fade in to be fully opaque after maybe 30 seconds. This happens on PC and iPad, but not if I loop the video in VLC on Windows.

    I'm wondering if either or both of these problems are caused by the watermarking on the demo version. Alternatively, I'm suspicious of the encoding tool I'm using (Theora Converter .NET). Do you have a recommended encoding tool?

    If there's solutions to these problems then it'll be a definite purchase. :)

    Thanks,
    Rob.
     
  9. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Hey Rob, thanks for the interest

    I have not actually profiled videos of those resolutions on the device, so I can't comment on 'expected'. I will however say that I haven't made any strides in performance since that demo. So this might not be the solution you are looking for. How many ms would you expect a ~1.2GHz arm chip to be taking to decode 1080x720? I have pretty much exhausted optimisations, the decoding uses NEON assembly, the color conversion is as fast as it can be with pixel shaders. The one big optimisation left is threading it so it runs on a background thread. However you probably still _have_ to ship on iPhone4 and maybe iPhone3GS, threading wont help you there.

    I'm pleased to report that this looping bug is fixed in the demo.

    Sadly not. It writes directly into the decode buffer every keyframe, it should be lightning quick.

    This http://v2v.cc/~j/ffmpeg2theora/ is my go to theora encoder.

    Hope that helps.

    Thanks

    Dan
     
  10. Rob_Fireproof

    Rob_Fireproof

    Joined:
    Jan 16, 2012
    Posts:
    9
    Hi Dan,

    Thanks for the quick response.

    Good question. It was more hope than expectation to be honest. Although, what I'm seeing doesn't seem to tie up with what you posted in response to an earlier question:

    I'll try running the demo project with your demo video and narrow down the problem from there.

    Is that the latest version? I grabbed 1.1.3 this morning and I'm still getting it.

    Cheers the for compressor recommendation!

    Thanks,
    Rob.
     
  11. DanTreble

    DanTreble

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    Aug 31, 2010
    Posts:
    590
    You're right, that doesn't really fit. There is a another factor here we need to take into account and that is the bitrate of the video. I assume it takes more juice to decode a video with a higher bitrate.

    Seems like a good place to start.

    Oh no, yeah that fix is in. Happy to debug the video if you want to send it to me, however before we do that, will you try that command line compressor please?

    Thanks again for buying it, if it doesn't meet your needs, I'm more than happy to refund.

    Dan
     
  12. Rob_Fireproof

    Rob_Fireproof

    Joined:
    Jan 16, 2012
    Posts:
    9
    Ah, that's fixed it. Using ffmpeg2theora gets rid of the artefacts, and also fixed a problem with playing back videos encoded at 10fps. I think Theora Converter .NET is just a little dodgy (the fact that it crashes after converting a video was my first clue...)

    Still need to look into the performance, but playing around with the bitrate seems like a sensible place to start.

    Thanks!
    Rob.
     
  13. theslaminj

    theslaminj

    Joined:
    Dec 14, 2010
    Posts:
    10
    I'm looking into playing multiple videos sequentially, but I want your opinion on what would give better performance.

    Should I have many different 3d planes, each with their own movie scripts? I would then enable/disable as needed.

    Or should I use one plane and change the texture path via script, then play? I'm trying to keep the memory use down.

    Loving the plugin! Thanks!
     
  14. neoRiley

    neoRiley

    Joined:
    Dec 12, 2008
    Posts:
    158
    I would suggest using one plane and changing out the video url. I had asked for those properties to be opened up as getter/setter and I think the author did for this purpose. I know I had done it on my end and it worked like a charm.
     
  15. wiserd

    wiserd

    Joined:
    Jan 14, 2009
    Posts:
    47
    The Demo version available for download in your first post is still 1.1.1

    Could you update?

    Also, when I try to load qualcomm's Vuforia plugin in the same project as mobile movie texture I get linker errors. I had the same problem with prime31's plugin, and I attempted to integrate that with both String and Vuforia.

    Please advise.
     
    Last edited: Apr 6, 2012
  16. liuxue2050

    liuxue2050

    Joined:
    Jun 21, 2011
    Posts:
    3
    I want my app aupport armv6 and armv7, When Mobile Movie Texture can support armv6?? thanks
     
  17. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    There isn't really a huge difference between the versions. If 1.1.1 solves your problem, so will 1.1.3 :)

    I have had Vuforia and MMT working together, it was the reason I wrote the plugin. Do I get an error message to work with, or should I try and guess?
     
  18. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    I'm sorry, it wont, It relies on opengl es 2.0 shaders.
     
    Last edited: Apr 6, 2012
  19. wiserd

    wiserd

    Joined:
    Jan 14, 2009
    Posts:
    47
    Awesome! Thanks for the help.

    Here's the log.

    Ld /Users/xxx/Library/Developer/Xcode/DerivedData/Unity-iPhone-cvjgnhpiximejsacqduxqtzzogiu/Build/Products/test.app/test normal armv7
    cd /Users/xxx/defiant_development_Working_testing_linker_errors/test1
    setenv IPHONEOS_DEPLOYMENT_TARGET 4.0
    setenv PATH "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch armv7 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.1.sdk -L/Users/xxx/Library/Developer/Xcode/DerivedData/Unity-iPhone-cvjgnhpiximejsacqduxqtzzogiu/Build/Products -L/Users/xxx/defiant_development_Working_testing_linker_errors/test1 -L/Users/xxx/defiant_development_Working_testing_linker_errors/test1/Libraries -F/Users/xxx/Library/Developer/Xcode/DerivedData/Unity-iPhone-cvjgnhpiximejsacqduxqtzzogiu/Build/Products -filelist /Users/xxx/Library/Developer/Xcode/DerivedData/Unity-iPhone-cvjgnhpiximejsacqduxqtzzogiu/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Objects-normal/armv7/test.LinkFileList -dead_strip -all_load -weak_framework CoreMotion -weak-lSystem -miphoneos-version-min=4.0 -framework Foundation -framework UIKit -framework OpenGLES -framework QuartzCore -framework OpenAL -liconv.2 -ltheorawrapper -liPhone-lib -framework AudioToolbox -framework CFNetwork -framework MediaPlayer -framework CoreLocation -framework SystemConfiguration -weak_framework iAd -framework CoreMedia -framework CoreVideo -weak_framework AVFoundation -framework CoreGraphics -weak_framework CoreMotion -weak_framework GameKit -o /Users/xxx/Library/Developer/Xcode/DerivedData/Unity-iPhone-cvjgnhpiximejsacqduxqtzzogiu/Build/Products/test.app/test

    Undefined symbols for architecture armv7:
    "_markerGetId", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_qcarSetFrameFormat", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_rendererGetVideoBackgroundCfg", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTrackerDestroyDataSet", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTrackerActivateDataSet", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_cameraDeviceSetFlashTorchMode", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTargetCreateVirtualButton", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_getProjectionGL", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_dataSetGetTrackablesOfType", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_trackerManagerDeinitTracker", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_trackerManagerInitTracker", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_rendererSetVideoBackgroundCfg", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_qcarRequiresAlpha", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_cameraDeviceStartCamera", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_rendererIsVideoBackgroundTextureInfoAvailable", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_dataSetGetNumTrackableType", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_virtualButtonIsEnabled", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_isRendererDirty", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_rendererGetVideoBackgroundTextureInfo", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_updateQCAR", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTrackerCreateDataSet", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_markerSetSize", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_rendererSetVideoBackgroundTextureID", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTargetGetVirtualButtons", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_virtualButtonSetEnabled", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_qcarGetBufferSize", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_markerTrackerDestroyMarker", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTrackerDeactivateDataSet", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_markerTrackerGetNumMarkers", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_qcarGetBitsPerPixel", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_trackableGetId", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_markerTrackerStop", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTrackerStop", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_virtualButtonSetSensitivity", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_getSurfaceOrientation", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTargetGetVirtualButtonName", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_markerTrackerCreateMarker", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_cameraDeviceStopCamera", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_cameraDeviceDeinitCamera", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_cameraDeviceSetFocusMode", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTargetDestroyVirtualButton", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_cameraDeviceGetVideoMode", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_dataSetExists", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_cameraDeviceSelectVideoMode", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_virtualButtonSetAreaRectangle", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_cameraDeviceInitCamera", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_dataSetGetTrackableName", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_markerTrackerStart", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTargetGetNumVirtualButtons", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_cameraDeviceGetNumVideoModes", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_dataSetGetNumTrackables", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_dataSetGetNumVirtualButtons", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_setUnityVersionNative", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_getInitErrorCode", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_dataSetLoad", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_virtualButtonGetId", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTrackerStart", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_imageTargetSetSize", referenced from:
    __Z19RegisterMonoModulesv in RegisterMonoModules.o
    "_qcarSetHint", referenced from:
    __Z19RegisterMonoModulesv 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)


    Also, I'm just starting into debugging in xcode. I'm used to other frameworks. The libtheorawrapper.a seems to be oddly listed as Libraries/libtheorawrapper.a .... note the red text in the picture. Do you know what causes that issue and how to fix it?


    p.s. I'm using xcode 4.3.2 Is that a problem?
     
    Last edited: Apr 6, 2012
  20. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    wiserd are you building for Simulator or a device? I've seen very similar problems with Vuforia when the target is simulator.
     
  21. wiserd

    wiserd

    Joined:
    Jan 14, 2009
    Posts:
    47
    Nope. I'm building for a device. Unity said I was building for a device. In XCode there were targets "Unity-iPhone" and "Unity-iPhone Simulator"

    I tried deleting the simulator target and rebuilding. That didn't seem to fix the problem.

    When I close XCode and rebuild, simulator and iphone are, again, both listed as targets in XCode.

    p.s. Fixed it. The following link was helpful, if anyone hits a similar problem.

    https://discussions.apple.com/thread/3812826?start=0&tstart=0
     
    Last edited: Apr 10, 2012
  22. Paulius-Liekis

    Paulius-Liekis

    Joined:
    Aug 31, 2009
    Posts:
    672
    Hi Dan,

    We bought your plugin. It's great, but we're having problems with performance. On NexusOne it's playing at 3-5FPS (we're using RocketBunies and another slightly-lower resolution video). Is that expected performance? I guess is that fill-rate with the complex shader is killing it.

    It also doesn't seem to drop frames. I've read that you had plans to implement it. Have you found time to do it?

    Thanks,
    Paulius
     
  23. mohydineName

    mohydineName

    Joined:
    Aug 30, 2009
    Posts:
    301
    Hi,

    Is there a way to play a movie by frame number or by time? I would like to control the direction it plays(forward, rewind) and also speed up the playback at will.

    Thanks!

    Stephane
     
  24. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Hi,

    I am trying to use this along with Vuforia. I read you have used this combination before (in fact, you developed it for this :p) so im hoping you can help me.

    I have purchase the full version. I am tracking two targets, and each has its own MobileMovieTexture associated with it. When the app detects the first target, it plays the video fine. When it detects the second target, it plays that fine. But when I go back to the first target, it displays the second targets video, but stuck on the frame it was stopped on.

    Any suggestions?

    Adam
     
  25. exoszajzbuk

    exoszajzbuk

    Joined:
    Apr 11, 2012
    Posts:
    10
    Hi DTreble!

    We've just bought your plugin, and it works like a charm on iPhone/iPad. It really fills a big hole in Unity, thanks, and keep up the good work! :)

    After on successful project, our next project will require transparent videos on textures. I've read in this thread, that the plugin supports chroma keyed videos. Can you explain to me, how it works, especially, what should we be aware of, when we have our videos created?

    I tried to understand the mechanism from the sample you provided (MobileMovieTextureTest scene, and IHSG_Smash video). Please, answer my questions, and correct my mistakes:

    - Is the IHSG_Smash.ogg video a regular Ogg Theora encoded file, where the "blue" color means the transparent areas? Or it has some special alpha channel?
    - Either way, can you recommend video software to create appropriate videos?
    - With the MovieChromaKey material, I assume the magic lies between the parameters. I can see non-zero values at the Y (RGB), and the two custom parameters. I tried to fiddle with them, and if I don't change them radically (+- 0.1 approximately), the transparency still works (if I mess them up completely, of course it stops working). Are these parameters connected to the video's "blue" color, and if yes, how they're derived from it?
    - Are there different transparency levels supported? Or just transparent/not transparent?

    If it's not a big problem for you, to clean the air: can you describe a rough approximation of the required theoretical steps we have to take in order to insert a "raw" video into a movie texture (something like chroma keying => theora encoding => set parameters for the unity material?)

    Thanks a lot:
    Balazs
     
  26. jpenca

    jpenca

    Joined:
    Jan 22, 2012
    Posts:
    4
    hello,

    I get the following linker error when trying to build for iOS (iPad 2, iOS 5.01, Deployment target 4.3 ):

    Code (csharp):
    1. Undefined symbols for architecture armv7:
    2.   "__Z26RegisterClass_MovieTexturev", referenced from:
    3.       __Z18RegisterAllClassesv in RegisterMonoModules.o
    4. ld: symbol(s) not found for architecture armv7
    5. clang: error: linker command failed with exit code 1 (use -v to see invocation)
    here you can see the referenced frameworks if that helps:

     
  27. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    No worries, I have managed to fix the issue!

    I did this by making sure I created different Materials for each surface I want to play a Video on. These are then referenced by their appropriate MobileMovieTexture scripts, and it works great!

    Thanks again for such an awesome Plugin!

     
  28. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Sorry Stephane, not really, these mpeg4 like formats were designed to be played forwards. They store key frames and up to 255 delta frames. There is currently no code path in there to apply delta frames backwards and I'n not sure you would end up at the same place.

    To speed it up, you can decode multiple frames in a frame. However there is a large cpu hit to this as it has to multiple times the work.
     
  29. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Thank you! Glad it's helping you :)

    Exactly that. It is just a regular encoded video. For that one our artist chose blue to be the cut out color as he has no blue in him. Typically you see green used though.

    For the inch high video we used Unity and fraps. We set the camera clear color to blue and drove him through the crates!

    There is a helper window to set the parameters! It is way too hard otherwise :) Go to Window->Chroma Key Editor and select your mateial with the chrome key shader. It should make the parameters much easier to set.

    It bases the transparency off how close the colour in the movie is to the color you select in the Chroma Key Editor. You can get different levels of transparency, although I'm not sure what effect you are looking for. Have a fiddle and get back to me if you can't get the effect you are looking for.

    Hope that helps

    Thanks

    Dan
     
  30. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Sorry to hear you are having problems. Try doing a "Replace" build instead of an "Append" build.

    Let me know how you go
     
  31. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Excellent! Glad it's working out for you. Thanks for supporting it :)
     
  32. jpenca

    jpenca

    Joined:
    Jan 22, 2012
    Posts:
    4
    we've tried a fresh build, same error - it's a somewhat complex project, with a couple of other plugins from the asset store, but the xcode project is what unity barfs out without modifications. builds and runs fine on android though.
     
  33. runonthespot

    runonthespot

    Joined:
    Sep 29, 2010
    Posts:
    305
    I realise you've got a free demo of this so we can test it, but would be awesome if you could get a product reel onto the app-store with it working, so I could get multiple different friends to download to their various devices to test fps with some typical settings- just a thought. This looks ace by the way!
     
  34. crafter83

    crafter83

    Joined:
    Apr 12, 2012
    Posts:
    8
    could you bring a demo version 1.1.3 please? :)
     
  35. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Hi,

    When the MMT is not set to Loop, it crashes at the end of the video?!

    We are using the frame skipping test you posted up, and thats working great to keep the video smooth, but it appears that the MMT is still trying to skip frames after the movie has ended, and is causing the application to get "stuck".

    I was wondering if you was going to put the frame skipping code into the actual plugin (rather than another script) and if you have any plans for an update soon?
     
  36. Paulius-Liekis

    Paulius-Liekis

    Joined:
    Aug 31, 2009
    Posts:
    672
    For me Unity would lock, because of infinite loop, so I just added a "break" to MMT code where it send OnFinished message.
     
  37. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Hi,

    It would appear the issue is within the MMT class, where the frame skipping code is taking place. If the Video is set to Loop, then all is fine, but if its not, then the MMT class will get caught in an infinite loop because it does not break when finished. You need to add in a check to see if the hasFinished boolean is true within the while() loop.

    Thanks for a great plugin, keep up the good work, this has saved us a lot of time
     
  38. dragonjack

    dragonjack

    Joined:
    Jun 15, 2009
    Posts:
    48
    Hi,i like this tool,but when i run the demo in my ipad,the demo application force quit?can you help me?
     
  39. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Whoops! Sorry, I had only tested it on a looping video. Thanks for finding the fix

    Looks like frame skipping is generally working for people. I'll submit an update to the asset store
     
  40. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Can I get a log file? Or some more information please?
     
  41. rmgalante

    rmgalante

    Joined:
    Nov 21, 2009
    Posts:
    59
    Hello,

    I have an application that will make asset bundles available as in-app purchases. Can I use this plugin to play the assets in these asset bundles? In order to play sound, do I need to create asset bundles with separate video and audio files?

    Thanks.
     
  42. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Yes... but, you can't store movies in asset bundles. You would have to download the movie separately to Assets.pesistantDataPath then open it from there.[/QUOTE]

    You would need to package the audio separately in asset bundles, which sucks :-(
     
  43. wiserd

    wiserd

    Joined:
    Jan 14, 2009
    Posts:
    47
    I'm curious, what do you think would be required to get this plugin to work with streaming .ogg videos? Is that something that you could be commissioned to do? Is there another Unity plugin which would support streaming video that plays in the iPad at less than full screen and works well with vuforia? I had trouble with Prime31's plugin because the default uses a feed from the camera... I'm not sure if that's the reason it won't let go of the hardware, but it was incompatible with vuforia.

    After getting this plugin working with Unity I've been told that streaming functionality is critical for our project.

    Thanks for any help,

    Ryan
     
    Last edited: Apr 26, 2012
  44. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Hey Ryan. Streaming from the web should be possible. It should boil down to replacing a fopen and fread internally. It would be a little more complicated, as you would have to handle cases when the transfer speed can't keep up with the play speed.

    I am not sure I have the time to do it for the next couple of weeks. How confident are you, if you had the source do you think you could do it? :)
     
  45. wiserd

    wiserd

    Joined:
    Jan 14, 2009
    Posts:
    47
    Hmm... interesting question. I'm very glad to hear it's possible. :) I might might be able to do it. I'm guessing you'd be much quicker, though, since you're more familiar with the topic. A few weeks delay isn't an insurmountable obstacle.
     
  46. alvaroull

    alvaroull

    Joined:
    May 8, 2012
    Posts:
    2
    Hi DTreble,
    congrats about the plugin, it's amazing!!!

    I'am very interested also in this function (stream movie file).

    Do you know when will be available? Estimation? weeks, months?
     
  47. jiturribarria

    jiturribarria

    Joined:
    Sep 26, 2011
    Posts:
    47
    Hello Rod, Did you solve the problem? I have the same problem my videos run slowly on IOS, but if I tryed the demo video RocketBunnies or on my computer it runs good.....

    thanks
     
  48. buffonomics

    buffonomics

    Joined:
    Jun 10, 2009
    Posts:
    59
    Just subscribing to this thread :)
     
  49. bpritchard

    bpritchard

    Joined:
    Jan 29, 2009
    Posts:
    444
    @Dtreble

    ignore my last post. Apparently the .a file wasn't there for android. odd... redownloaded and good to go.
     
    Last edited: May 12, 2012
  50. exoszajzbuk

    exoszajzbuk

    Joined:
    Apr 11, 2012
    Posts:
    10
    Hey!

    I've run into a strange bug with the plugin. It works flawlessly with iOS, now we wanted to use it in an Android project.

    If I switch the project platform to Android, the plugin stops working. It throws errors like this

    for every property. If I open the "Chroma key editor" for a chroma material, the high and low threshold values are NaNs and cannot be changed. The simple (non-chroma) material does the same. I also tried to make new materials with the designated shaders, still no luck.

    Any idea, what could be the problem?

    Unity 3.4.2f3 Mac, MobileMovieTexture 1.1.3

    Greetings:
    Balazs