Search Unity

  1. Unity 2020.1 has been released.
    Dismiss Notice
  2. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

[Released] AVPro Video - complete video playback solution

Discussion in 'Assets and Asset Store' started by AndrewRH, Feb 12, 2016.

  1. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    The OpenFileFromBuffer currently only supports the DirectShow API in Windows. In Windows 7 this is the default API, but in Windows 10 it is not and you would need to use it from the Windows Platform Specific options.

    Thanks,
     
  2. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Hi,

    Perhaps you could email us (http://www.renderheads.com/contact/) a copy of your video? Also, is this issue on macOS platform?

    I'm not sure that macOS support displaying the initial frame without calling Play() we will investigate this - thanks for bringing it to our attention.

    Currently you have to load the whole video to get access to the frames.

    Thanks,
     
  3. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Yes there is. Perhaps you have an older version of the plugin. The method looks like this, but it is currently only available for Windows and when using the legacy DirectShow video API:

    public bool OpenVideoFromBuffer(byte[] buffer, bool autoPlay = true)

    Thanks,
     
  4. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Alas this is out of our hands and is an issue with changes in Unity. See our support thread here:
    https://issuetracker.unity3d.com/is...er-compilation-failure-on-some-mobile-devices

    I think they only fixed it in 2017.2... I haven't yet tried the latest 5.6.X builds though....

    Thanks,
     
    Cambesa likes this.
  5. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    This is because Android seek currently seeks to the nearest keyframe. We have plans to improve seeking support on Android (now that they've added support for this in Oreo). So this will be available in a version very soon. Until then you can fix this by adding more key-frames to your video encoding.

    Thanks,
     
  6. LHAppri

    LHAppri

    Joined:
    Aug 18, 2017
    Posts:
    10
    Was running H.265 videos fine last week with Unity 2017.1.1f1(64 bit) on Windows 10 PC. Got the Windows 10 Fall update over the weekend and now I get
    [AVProVideo] Error: Loading failed. Codec not supported or video resolution too high or insufficient system resources.
    UnityEngine.Debug:LogError(Object)
    RenderHeads.Media.AVProVideo.MediaPlayer:UpdateErrors() (at Assets/AVProVideo/Scripts/Components/MediaPlayer.cs:1512)
    RenderHeads.Media.AVProVideo.MediaPlayer:Update() (at Assets/AVProVideo/Scripts/Components/MediaPlayer.cs:912)

    I tried downloading the latest trial version of AV Pro Video and got the same error message. Any idea what changed?


    EDIT: For anyone with the same problem, I fixed it by getting the (free) HEVC Video Extension app from Microsoft via the Windows Store.
     
    Last edited: Nov 6, 2017
  7. Beloudest

    Beloudest

    Joined:
    Mar 13, 2015
    Posts:
    208
    Is there any news on Ambisonics support? Thanks
     
  8. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Hi, Let me answer your questions:

    1) the "faststart" encoding flag just makes the video suitable for streaming by moving one of the chunks in the file that contains useful information (such as resolution, frame-rate etc) from the end of the file (the default position) to the beginning. This just allows plays to start playing the video without having to download the WHOLE first first.

    Fine-grain control over how much of the video buffers before playback is something we can't control currently - it is handled by the video decoder in the operating system. In the future we may be able to expose some of this but I think this feature is a long way off.

    For now you could experiment with keeping the video paused and waiting until 4-5 seconds has been buffered (by using the methods like GetBufferingProgress() and then playing the video. The buffering behaviour can differ between platforms though.

    2) This sounds very strange. It sounds like you have something else in your scene that is affecting rotation. I don't see how a seek bar could affect rotation otherwise..... Sorry I don't have any ideas here.

    Thanks,
     
  9. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Hmm, I wonder what your bit-rate is. Maybe the video bit-rate is too high.... Can you check how much of the video it is buffering? (see our 02_Demo_imGui.unity example scene that shows you how much of the video is buffering). Perhaps you can use this information to resume playback. If you're still running into issues then please share the URL with us so that we can investigate (you can contact us at www.renderheads.com/contact).

    Thanks,
     
  10. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    This is very curious. Can I ask: which version of Unity and AVPro Video are you using?
    Also, does it make a difference if you tick the "Use YCbCr" option in the iOS section of "Platform Specific" panel of MediaPlayer?

    Thanks,
     
  11. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Ahh yes, I think the Fall Update actually removes the native H.265 support from Windows 10 and requires users to download this extension :( We'll make sure to add this to the documentation in case other users are running into this issue.

    Thanks,
     
  12. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    We are about to release a version that includes support for Facebook Audio 360 (Windows and Android) which is a spatial audio system similar to ambisonics.

    Thanks,
     
    Beloudest likes this.
  13. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Also, does it work if you remove one of the slashes?
    Like try setting it to load AbsolutePathOrURL and use:
    file://var/mobile/Containers/Data/Application/1F6E75BF-4066-42C4-A991-52CA66832F10/Documents/Videos/leSuquet.mp4

    And if you could supply the answers to the questions in my previous post that would be most useful :)

    Thanks,
     
  14. AxisUnity

    AxisUnity

    Joined:
    May 16, 2017
    Posts:
    12
    I have sent an e-mail to unitysupport@renderheads.com with a link to download the 2 videos (the version that was re-encoded with only I-Frames and the original). I was unable to reproduce this issue on macOS.
    Thank you.
     
  15. Cambesa

    Cambesa

    Joined:
    Jun 6, 2011
    Posts:
    77
    I'm targeting windows, android and in a later stage ios. The buffering progress is not exactly what I want, it is 0 before the first frame is ready and 1 when the first frame is ready to play, but I want to see how far a video has been downloaded, for example 0:30/1:47 minutes. I don't know how to use
    GetBufferedTimeRange(int index, ref float startTimeMs, ref float endTimeMs);(no idea what to use as refs and index)
    and I don't entirely know how to use GetBufferedTimeRangeCount().
    I've tried this: float downloadProgress = currentMediaPlayer.Control.GetBufferedTimeRangeCount() / currentMediaPlayer.Info.GetDurationMs(); And used it as if 0 was 'not downloaded' and 1 'completely downloaded' but the "download progress" stays: 1.871258E-05 all the time. About 0.000001871258

    Kind regards,

    Yorick
     
  16. Sam0waR

    Sam0waR

    Joined:
    Nov 30, 2015
    Posts:
    21
    Hi,
    Just wonder if there are any plans to create capture solution for macOS/iOS/Android. If yes, are there any ETAs?
    Windows plugin is very handy and functional, it would be nice to have one for other platforms.
     
  17. LHAppri

    LHAppri

    Joined:
    Aug 18, 2017
    Posts:
    10
    So this morning I got the Load Failure again. I had to run one of my HEVC videos in "Movies & Television" first and then it would run in AV Pro without a problem. I suspect there is some sort of setting or reading of the HEVC extension that is needed. Clearly this will be a problem when releasing to customers - could you have a look into what is happening please?
     
  18. huxley

    huxley

    Joined:
    Apr 27, 2009
    Posts:
    329
    We are a multi-seat AV Pro license holder, and we have a client that has requested video downloads from the web through our app to be saved to android device for playback. We are considering using Unity asset bundles to download the content. It appears that asset bundles download in one location on the device and AV Pro requires that video assets reside at another location. Is there anyway that we can point AV Pro to the correct location of the newly downloaded asset bundles without copying the entire file to the AV Pro directory?
     
  19. phileday

    phileday

    Joined:
    Feb 8, 2014
    Posts:
    85
    Hi

    I read above that you were going to be releasing an update very soon that will support facebook 360 audio. I'm very interested in this feature and was wondering if it was referring to just the accompanying tbe file or 360 videos with muxed 3d audio?

    Great plugin and I very much look forward to this update.

    Phil
     
  20. jojoh

    jojoh

    Joined:
    Jan 22, 2013
    Posts:
    15
    Hi,

    I'm trying to load movies created with FFMPEG, the movies load in AfterEffects correctly but not in the AVPro Video.

    Can you tell me what I am doing wrong? The cmd line i'm using right now is:

    ffmpeg -i rgb.mp4 -filter_complex "movie=alphamask.mp4 [alpha]; [0:0][alpha] alphamerge [out]" -map "[out]" -c:v hap -format hap_alpha -y -an converted_uid.avi

    Thank you in advance,
    j
     
  21. Beloudest

    Beloudest

    Joined:
    Mar 13, 2015
    Posts:
    208
    Sounds cool, what would be great is a way to pass the 4 channel audio track to Oculus or GVR Audio SDK's. I currnetly have to have a separate audio file from the video which is just a little extra hassle for all involved in projects.
     
  22. Cambesa

    Cambesa

    Joined:
    Jun 6, 2011
    Posts:
    77
    Thanks, so it's finally the time to upgrade to Unity 2017 :)

    Tested and appears to work great in Unity 2017.2
     
  23. ibompuis

    ibompuis

    Joined:
    Sep 13, 2012
    Posts:
    67
    Unity 5.6.2p1 and Avpro 1.6.14, yes Use YCbCr is selected
     
  24. ibompuis

    ibompuis

    Joined:
    Sep 13, 2012
    Posts:
    67
    Definitivly not working with any previous IOS 9 version on iphone 5S

    Thanks
     
  25. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Did you set the video API to "DirectShow" in the Windows Platform Specific section of MediaPlayer? Or if you're using macOS, make sure it's a MOV file. Thanks,
     
  26. ibompuis

    ibompuis

    Joined:
    Sep 13, 2012
    Posts:
    67
    Hi AndrewRH,

    Just updated to AVPro 1.6.15, I have some trouble too... first when video start screen is green or purple, and video not play. Event stay on MetaDataReady and nothing happen, all video (vimeo streaming) are playing on editor correctly, But on iphone 6 IOS 9.2 and iphone 5S IOS 10.3.3 gives error.

    Sometimes video playing but stop 5 -15 seconds later and never restart...

    Setup: https://screencast.com/t/D1QeRBBpJq and https://screencast.com/t/JwB8uPsg

    Vimeo link:
    https://player.vimeo.com/external/241648325.m3u8?s=18ba638067ef3bbe373a101176108c92c0665694

    Part of code used to load&listen videos

    Code (CSharp):
    1. // Play video localy or streamed
    2.     public void InitiateLoad()
    3.     {
    4.         // Get name of current video from url
    5.         videoUrlName = Manager.GetCurrentVideo360Url().Substring(Manager.GetCurrentVideo360Url().LastIndexOf("/") + 1);
    6.         videoName = Manager.GetCurrentVideo360DLUrl().Substring(Manager.GetCurrentVideo360DLUrl().LastIndexOf("/") + 1);
    7.  
    8.         if(Constants.DEBUG)Debug.Log("videoUrl = "+videoUrlName);
    9.         if(Constants.DEBUG)Debug.Log("videoName = "+videoName);
    10.  
    11.         // If video folder in persistant datapath not exist
    12.         bool exists = UnifiedIO.Directory.Exists(Constants.VIDEOS_FOLDER);
    13.         if(!exists)
    14.         {
    15.             // Create folder
    16.             UnifiedIO.Directory.Create(Constants.VIDEOS_FOLDER);
    17.         }
    18.  
    19.         // Search if file exist in persistentdatapath by name  
    20.         string file = Application.persistentDataPath + "/" + Constants.VIDEOS_FOLDER + "/" + videoName;
    21.         if(System.IO.File.Exists (file))
    22.         {
    23.             // File exist and entierly downloaded
    24.             if (!PlayerPrefs.HasKey("DownloadLength_"+videoName) && !PlayerPrefs.HasKey("DownloadProgress_"+videoName))
    25.             {
    26.                 // Get persistentdatapath file by device
    27.                 _location = MediaPlayer.FileLocation.RelativeToPeristentDataFolder;
    28.          
    29.                 _mediaPlayer.m_VideoPath = Constants.VIDEOS_FOLDER + "/" + videoName;
    30.          
    31.                 downloadIcon.gameObject.SetActive(true);
    32.                 downloadbackground.color = Color.green;
    33.                 donwloadButtonText.gameObject.SetActive(false);
    34.          
    35.                 // Deactivate download, file already downloaded
    36.                 downloadEnable = false;
    37.          
    38.                 if(Constants.DEBUG)Debug.Log("Play video from persistentdatapath: "+_mediaPlayer.m_VideoPath);
    39.             }
    40.             else // download not yet finished
    41.             {
    42.                 SwitchFileLocationForIntroVideo();
    43.          
    44.                 // Set downlaod and activate it
    45.                 downloadIcon.gameObject.SetActive(false);
    46.                 downloadbackground.color = initialColor;
    47.                 donwloadButtonText.gameObject.SetActive(true);
    48.          
    49.                 downloadEnable = true;
    50.                 // Autostart download
    51.                 largeFileDownload.enabled = true;
    52.             }
    53.         }
    54.         else // Video is not downloaded
    55.         {
    56.             SwitchFileLocationForIntroVideo();
    57.  
    58.             // Reset download icon
    59.             downloadIcon.gameObject.SetActive(true);
    60.             downloadbackground.color = initialColor;
    61.             donwloadButtonText.gameObject.SetActive(false);
    62.      
    63.             downloadEnable = true;
    64.         }
    65.  
    66.         _mediaPlayer.m_AutoStart = true;
    67.         _mediaPlayer.OpenVideoFromFile(_location, _mediaPlayer.m_VideoPath);
    68.  
    69.         // Set pause image sprite when player begin
    70.         _cannesVideoPlayerControls.playPauseButtonImage.sprite = _cannesVideoPlayerControls.pauseButtonSprite;
    71.     }
    72.  
    73.     private void SwitchFileLocationForIntroVideo()
    74.     {
    75.         // use current url from JSON
    76.         videoUrlName = Manager.GetCurrentVideo360Url();
    77.  
    78.         switch (videoUrlName)
    79.         {
    80.         case"introAND.mp4":
    81.             _location = MediaPlayer.FileLocation.RelativeToStreamingAssetsFolder;
    82.             break;
    83.         case"introIOS.mp4":
    84.             _location = MediaPlayer.FileLocation.RelativeToStreamingAssetsFolder;
    85.             break;
    86.         default:
    87.             _location = MediaPlayer.FileLocation.AbsolutePathOrURL;
    88.             break;
    89.         }
    90.  
    91.         _mediaPlayer.m_VideoPath = videoUrlName;
    92.         if(Constants.DEBUG)Debug.Log("Play video from url: "+_mediaPlayer.m_VideoPath);
    93.     }
    94.  
    95.     public void OnBtnDownloadClicked()
    96.     {
    97.         if(downloadEnable)
    98.         {
    99.             largeFileDownload.enabled = true;
    100.         }
    101.     }
    102.  
    103.     // Callback function to handle events
    104.     public void OnVideoEvent(MediaPlayer mp, MediaPlayerEvent.EventType et, ErrorCode errorCode)
    105.     {
    106.         switch (et)
    107.         {
    108.             case MediaPlayerEvent.EventType.Error:
    109.                 if(Constants.DEBUG)Debug.Log ("Video Player Error: " + errorCode.ToString());
    110.                 _mediaPlayer.CloseVideo();
    111.      
    112.                 // back to usermode
    113.                 if(Manager.GetUserModeSelected() == "vr")
    114.                 {
    115.                     // Set camera VR and input event              
    116.                     Manager.SetUserModeSelected("mobile");
    117.              
    118.                     VRSettings.enabled = false;
    119.                     gameObject.GetComponent<Player360Controller>().ApplicationController.cameraMobile.GetComponent<Camera>().ResetAspect();
    120.                     gameObject.GetComponent<Player360Controller>().ApplicationController.gvrReticlePointer.enabled = false;
    121.                     gameObject.GetComponent<Player360Controller>().ApplicationController.gvrPointerInputModule.enabled = false;
    122.                     foreach (var item in gameObject.GetComponent<Player360Controller>().ApplicationController.gvrPointerGraphicRaycaster)
    123.                     {
    124.                         item.enabled = false;
    125.                     }
    126.              
    127.                     gameObject.GetComponent<Player360Controller>().ApplicationController.standaloneInputModule.enabled = true;
    128.                 }
    129.          
    130.                 gameObject.GetComponent<Player360Controller>().ApplicationController.FadeIn();
    131.                 gameObject.GetComponent<Player360Controller>().ApplicationController.ShowScreen(FluxMVC.Ravr.Cannes360.ApplicationController.Screens.UserMode);
    132.                 break;
    133.          
    134.             case MediaPlayerEvent.EventType.ReadyToPlay:
    135.                 if(Constants.DEBUG)Debug.Log("ReadyToPlay");
    136.                 if(!_mediaPlayer.Control.IsPlaying())
    137.                     _mediaPlayer.Play();
    138.                 break;
    139.          
    140.             case MediaPlayerEvent.EventType.Started:
    141.                 if(Constants.DEBUG)Debug.Log("Started");
    142.                 break;
    143.      
    144.             case MediaPlayerEvent.EventType.MetaDataReady:
    145.                 if(Constants.DEBUG)Debug.Log("MetaDataReady");
    146.                 break;
    147.          
    148.             case MediaPlayerEvent.EventType.FirstFrameReady:
    149.                 if(Constants.DEBUG)Debug.Log("FirstFrameReady");
    150.                 // Reveal video and stop loading effect
    151.                 gameObject.GetComponent<Player360Controller>().ApplicationController.FadeIn();
    152.                 gameObject.GetComponent<Player360Controller>().ApplicationController.Loading.SetActive(false);
    153.                 break;
    154.          
    155.             case MediaPlayerEvent.EventType.FinishedPlaying:
    156.                 if(Constants.DEBUG)Debug.Log("FinishedPlaying");
    157.  
    158.                 // If it's video bestof espace pro, launch image360 espace pro (O hotspot, 1 espacepro)
    159.                 if(Manager.GetIsBestofHotspotOrEspacePro() == 1)
    160.                 {
    161.                     CannesSignalManager.Instance.EmitSignal(CannesSignalManager.Open360Image);
    162.                 }
    163.          
    164.                 // If it's intro video
    165.                 if(Manager.GetMenuType() == 0)
    166.                 {
    167.                     CannesSignalManager.Instance.EmitSignal(CannesSignalManager.OnVideoIntroFinnished);
    168.                 }
    169.          
    170.                 // It's video hotspot
    171.                 CannesSignalManager.Instance.EmitSignal(CannesSignalManager.OnVideoFinnished, Manager.GetMenuType());
    172.                 _mediaPlayer.Pause();
    173.                 //_mediaPlayer.CloseVideo();
    174.                 break;
    175.         }
    176.         if(Constants.DEBUG)Debug.Log("Event: " + et.ToString());
    177.     }
     
    Last edited: Nov 9, 2017
  27. ibompuis

    ibompuis

    Joined:
    Sep 13, 2012
    Posts:
    67


    EDIT
    1 : After some test on Iphone 5S IOS 10.3.3, if I deselect ypCbcr420 video playing fine and screen is not green same on Iphone 7 IOS 10.3.2. But on Iphone 6 IOS 9.2, screen is black and video are not played

    EDIT 2 : Same error with unity version 5.6.4p1
     
    Last edited: Nov 10, 2017
  28. pestantium

    pestantium

    Joined:
    Jun 30, 2011
    Posts:
    47
    I just purchased the plugin, I'm satisfied with its performance.

    Is any integrated method exist to take average color of current frame? (Or I need to take current frame and scale it down)
    Is spacial audio format supported?
     
  29. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Hi,

    We've tried with your video and still aren't able to replicate any problems - it works fine for us! I have a few questions that will help us resolve this:

    1) If you use our demo scenes (eg 01_Demo_BackgroundShader.unity) do you still have these problems?
    2) Could you perhaps send us your whole Unity project so we can try to replicate what you're seeing? It will be secure - you can send it via www.renderheads.com/contact/ where there is a unitysupport email address.

    Thanks,
     
  30. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    There isn't any method for getting the average color, so you would have to do this yourself. Yes, I guess scaling the texture down and then grabbing the pixels would work.

    No spatial audio formats are supported yet, but the next version will support Facebook Audio 360 spatial audio.

    Thanks,
     
  31. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Hey Phil,

    It will support video files with the Facebook 360 Audio muxed in. Currently requires MKV files with the audio encoded with Opus. Windows 10 (1607) and Android are supported.

    Should be out soon!

    Thanks,
     
  32. phileday

    phileday

    Joined:
    Feb 8, 2014
    Posts:
    85
    Thats really good news. I very much look forward to the update. :) So good to see you're still developing and updating the AVpro, in comparison to Unity's built in video support it's a revolution.
     
  33. Cambesa

    Cambesa

    Joined:
    Jun 6, 2011
    Posts:
    77
    We want to use the buffering system on android and ios, those are our main platforms. Is it possible to get that functionality? It's probably not vissible for me because I'm targeting Android for the moment.

    Kind regards,

    Yorick
     
  34. julian-perso

    julian-perso

    Joined:
    Oct 30, 2012
    Posts:
    2
    Hi Andrew.
    I sent you an email yesturday about a black screen on Android device while vuforia support is enable in XRsetting. Had you reproduce the bug?
    - Empty project with only AVpro in and vuforia support enable in XRsetting
    - unity 2017.2 with last version of Avpro
    - appears on galaxy S8 on android 7.0
    - using your video and your demoscene 04_Demo_ugui
    I have the sound, the app is running well but the media player is black.
    thanks for your replay
    best regards
     
  35. LostPanda

    LostPanda

    Joined:
    Apr 5, 2013
    Posts:
    146
    hi, @AndrewRH is support network sync like vlc? thanks.
     
  36. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    367
    I don't know why but suddently my videos appear like this:



    I havn't touched this project in about 1 month... no idea what is wrong :(

    EDIT: Using Unity 2017.2 but the same problem seems to be in 2017.1 too.
    EDIT: THe problem seems to be with the Top-Bottom stereo. If I put it to "none" it seems to work. It's a bit strange because my videos are 100% stereo.


    See... it's stereo :(

    EDIT: I'm trying this with unity 2017.1.2 + Latest version of AVPro + A total new Top-Bottom video. Same problem. I also tried to setup the top/bottom on the sphere shader directly.
     
    Last edited: Nov 15, 2017
  37. LHAppri

    LHAppri

    Joined:
    Aug 18, 2017
    Posts:
    10
    Andrew - can you confirm you have someone looking into this please? We have demonstrations coming up next month.
     
  38. 785130190

    785130190

    Joined:
    May 11, 2017
    Posts:
    21
    I need change the video's rate at any time.On windows10 was fine,but on windows7 SP1 is very lag(only the video looks bad,others running fine),especially while changing the rate.
    The AVPro's version is 1.6.6.
    The same hardware environment,only the different system operation.
    I have no idea.Could you help me?
     
  39. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    We're looking into it still. Thanks,
     
  40. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    GetBufferedTimeRangeCount() is used when there are multiple time ranges that have already been downloaded and cached. For example it could have cached 0...5 seconds and 10..15 seconds, but it is still missing 5..10 seconds. In this case GetBufferedTimeRangeCount() would return 2. You can see how to use this function in the SimpleController.cs script, which is used in the 02_Demo_imGui.unity scene and draws a green line on the timeline to indicate which parts of the video have been downloaded.
     
  41. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    This is the wrong forum for this question - you should have posted it to the AVPro Movie Capture forum. We currently only have any timeline for supporting other platforms, but this is something we're investigating.

    Thanks,
     
  42. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Hi,
    Did you install the HEVC Video Extension?
    We don't yet have the Fall Update from Microsoft, but as soon as we do we'll investigate this change in Windows.

    Thanks,
     
  43. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    We do not support opening videos from AssetBundles. You would have to extract them from the AssetBundle and copy them to the persistantDataPath, or you would have to download them as original files to this location.

    Thanks,
     
  44. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    It'll be muxed into the video. Currently MKV file with Opus audio is supported. It'll be released today.

    Thanks,
     
  45. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    It uses the audio track embedded into the video. It has to be authored specially though using the Facebook Audio 360 tools. I'm not sure if there is any way to transcode other ambisonic audio into this format.

    Thanks,
     
  46. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Hi, I just tried your ffmpeg script and it worked fine for me. Make sure that in MedPlayer > Platform Specific > Windows that you select DirectShow for the Video API, otherwise Hap Alpha will not play.

    Thanks,
     
  47. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    That functionality isn't currently supported on Android or iOS. Can I ask why you need to play from a buffer?

    Thanks,
     
  48. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Thanks, we're not sure why this happens, but it seems to be some conflict with Vuforia. To fix it you can disabled multi-threaded rendering. Hopefully we'll be able to fix it for the next update (1.7.2).

    Thanks,
     
  49. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Not currently, but it would be possible to add support for this yourself using Unity scripts.

    Thanks,
     
  50. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,647
    Hmm strange..
    A few ideas pop to mind:

    1) You changed something in a script or shader and forgot about it and that's broken things
    2) You did a Windows update and somehow that changed things. Use "winver" to see which version you're running. Microsoft recently released the new Fall Update which includes some video changes, especially the removal of HEVC codec.
    3) The videos are encoded with stereo metadata that is confusing the encoding (see the FAQ about removing this).

    Something for you to try - try putting in our "AlphaTopBottom.mp4" sample video file. See if you get the split correct (obviously the 360 mapping will be wrong, but hopefully you'll get the correct image in left and right eye). If this works then it could be a video encoding problem.

    Thanks,
     
unityunity