Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. 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:
    2,805
    Hi!

    I think the problem is that you don't have the correct folder in your Plugins folder.

    Plugins/x86 and Plugins/x86_64 are NOT for WSA platform, they are for standalone desktop ONLY.

    you need Plugins/WSA folder which should be included in the package.

    Let me know if you're unable to locate these files.

    Thanks,
     
    JoRouss likes this.
  2. JoRouss

    JoRouss

    Joined:
    Apr 1, 2014
    Posts:
    53
    Oh, I must have cleaned up the project since the WSA release was not planned!

    Reimporting the package fixed it,

    Thanks!
     
  3. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi Everyone,

    AVPro Video v1.4.4 has just been released!

    You can find the updated version on the Asset Store and the free trial version / demos on our website.

    Changes include:
    • General
      • Packed transparency support added

        • Use top-bottom or left-right packed layout to encode alpha channel

        • Set the packing type in the “Media Properties panel”

        • Supported by all display components automatically

        • See “Transparency Notes” section of the documentation for encoding tips
      • “Platform Specific” section now highlights platforms with modified settings

      • Minor optimisations to the ApplyToMaterial and ApplyToMesh components (used property ints instead of strings)

      • Minor optimisation to DisplayIMGUI (disables layout pass)

      • Fixed CubemapCube.cs to handle vertically flipped video textures

      • Changed many components to use UpdateLate() instead of Update() to fix some crash issues

      • Various minor improvements
    • macOS
      • Fixed compatibility issue with OS X 10.10 (Yosemite)
    • Windows
      • Huge performance improvements when using DirectShow playback path due to usage of NV12 format (D3D11 only)

      • Added support for Hap Q format (D3D11 only)

      • Added performance warning message when using software decoder instead of GPU decoder for large videos

      • Fixed bug in DirectShow audio mute not restoring volume
    • WebGL
      • Fixed issue where IMGUI text became flipped
    • Upgrade Notes
      • Some shader files have moved (and been renamed) from /Materials and /Demos/Materials to /Resources/Shaders, so make sure to delete duplicates that results from merging

    Thanks!
     
    Last edited: Aug 21, 2016
  4. Duoliang

    Duoliang

    Joined:
    Jul 26, 2016
    Posts:
    5
    Hi, I met another big problem, the auto open function does not work on android(my phone is Samsung S7), when run on computer, the texture will load the video and show the first frame, so when it is played there will be no lag. But on android it is just white texture, and it will load the video only after the play button is clicked and that will lead to lag, and a white texture is not good looking...
    Can you fix that? Thank you!!
     
  5. jinghua1988

    jinghua1988

    Joined:
    Jul 26, 2016
    Posts:
    7
    The video will tremble when I play my HD video on iPad?
     
  6. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    If you call Play(); and then Pause(); the first frame should appear. We will fix this in the next update.

    Thanks,
     
  7. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Please could you tell us:

    1) Which version of Unity you're using
    2) Which version of AVPro Video you're using, also whether it has the watermark or not
    3) Which iPad hardware you're using
    4) Which graphics API it's using (will be in Unity Player Settings, or in the log)
    5) Ideally a video showing this "tremble"

    You can post it here, or email unitysupport@renderheads.com

    Thanks,
     
  8. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    AVPro Video has been selected for the Unity Asset Store MADNESS sale! 44% off the usual price!

    Grab it while the sale is still on!
     
  9. Wai-chuen

    Wai-chuen

    Joined:
    May 28, 2015
    Posts:
    5
    Is it possible to link to audio coming from a video to an Audio Source to get 3D sound working?
     
  10. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    As an owner of AVPRO Windows i can unluckily not make use of the madness sale (I can only choose the $300 upgrade instead of $250 sale).
    Do you intend to apply the sale to the upgrade as well?
     
  11. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Really? Urg..that's not very cool :(

    Sorry, this is totally out of our control. Unity selected our asset for the madness sale discount and it seems that their system doesn't consider upgrade prices..This must be a bug in their system.

    Sorry :(
     
  12. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    This should be fixed now. I ended up having to manually change the upgrade price.

    Thanks,
     
  13. jGate99

    jGate99

    Joined:
    Oct 22, 2013
    Posts:
    1,844
    @AndrewRH
    Hi there,
    There are 2 video plugins on sale, and one of them support youtube video.
    I'm interested in yours due to more platform coverage, but what about Youtube Videos?
     
  14. Hanoble

    Hanoble

    Joined:
    Apr 18, 2013
    Posts:
    28
    Making a build on Android in which we have a image that fades in and out between areas to allow the loading and prepping of the video. The issue stems from the event system, which does not appear to be working on Android. I subscribe to the event like so:

    Code (CSharp):
    1. _MediaPlayer.Events.AddListener(OnVideoEvent);
    I then attempt to set a flag when that event is called like so:

    Code (CSharp):
    1. private void OnVideoEvent(MediaPlayer mediaPlayer, MediaPlayerEvent.EventType inEvent, ErrorCode inErrorCode)
    2. {
    3.     switch(inEvent)
    4.     {
    5.         case MediaPlayerEvent.EventType.ReadyToPlay:
    6.         mIsVideoReady = true;
    7.         break;
    8.     }
    9. }
    This works perfect in the editor, but on Android that event never kicks off. I have debugged it and this code in MediaPlayer does not get called:

    Code (CSharp):
    1. if (!m_EventFired_ReadyToPlay && !m_Control.IsPlaying() && m_Control.CanPlay())
    2. {
    3.        m_EventFired_ReadyToPlay = true;
    4.        m_events.Invoke(this, MediaPlayerEvent.EventType.ReadyToPlay, ErrorCode.None);
    5. }
    Anyone else seeing this and any recommendations as to how to fix this? I need that event as once the video is ready I begin the image fade. Without it, I simply get a black image blocking the camera that never fades because the event never fires to trigger it, yet the video does begin playing.
     
    Last edited: Aug 23, 2016
  15. amerzad

    amerzad

    Joined:
    Apr 7, 2016
    Posts:
    1
    @AndrewRH
    I purchased your asset yesterday, and did a project, and it has problem with your current version 1.4.4, would you please send the production version 1.3.9 to my email?
    I worked for several weeks on 1.3.9 demo version and everything is okay, but when I used 1.4.4 (fresh install) the same code didn't work, and I couldn't find the problem.
    This is urgent.
    And I sent you my email in a conversation.
     
  16. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi JohnGate,

    Yes our plugin doesn't support loading from a YouTube URL directly - naturally because this will just return the content of the web page. If you are able to get the direct MP4 / HLS URL from YouTube then AVPro Video can play these without any problem. We don't offer a way to retrieve these in our plugin as this is something that is against the YouTube terms and conditions - and besides there are other scripts/assets out there that can do this.

    Thanks,
     
  17. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi!
    Which version of AVPro Video are you using? We did do some fixes for Android events in recent versions of the plugin.

    Thanks,
     
  18. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi Amer, I've sent you the version you requested via email. We'll continue this conversation over email. Thanks!
     
  19. WagDan

    WagDan

    Joined:
    Nov 7, 2014
    Posts:
    37
    @AndrewRH Firstly, love AVPro, thank you.

    I have just switched to using HAPQ for smoother play back, and it is smoother, BUT the player seems to be generating an alpha based on greyscale, the video plays semi transparent. the preview also shows this. I have alpha set to none. I exported the HAPQ .MOV from Adobe Premier.

    Any ideas? Would like to use HAPQ (or HAP) but can't find where to stop this alpha being made from the greyscale.

    Thank you.
     
  20. yakandco

    yakandco

    Joined:
    Dec 3, 2014
    Posts:
    90
    Hi there,

    Firstly, amazing work on this plugin. I've seen others like this in the past and this is by far the best implementation I've seen. Keep up the good work. Just some small items of feedback:

    • the PDF documentation was a good read, with the scripting API docs though I found it a little confusing and not much help (sorry but hopefully constructive), there didn't seem to be many explanations of methods, arguments or code examples - perhaps I'm missing something though
    • a small thing but I noticed in the PDF that there was still a mention that was still no support for multi-threaded rendering for Android but also happened to notice a change note elsewhere to say that it had been added
    • with the OpenVideoFromFile method, I see that it's meant to return false for failed loads, but when I deliberately threw an incorrect path at it I never received a false back - its ok because I prefer to use the error event listener which worked, but just seemed a little odd
    • something thats just a nice to have if its an easy add, the API method for when adding an event listener doesn't return a reference to the listener being added which means that lambda expressions cant be used if you need to be able to explicitly remove that one lambda listener without using a remove all type method.
    • I had one instance on an ipad mini 1st gen that was in landscape orientation where I played a video and then rotated the device for the opposite landscape orientation and unity went crazy... but sorry this is a pretty vague bug report, I missed the stacktrace so cant be certain even has anything to do with your plugin - just thought I might mention it in case it was a known thing, let you know if I can replicate it

    Will post any other feedback as I start to use this more, cheers!

    Jason
     
  21. yakandco

    yakandco

    Joined:
    Dec 3, 2014
    Posts:
    90
    Another really small nitpicky thing... I noticed you make use of a Resources folder so you can load some images and shaders, which I'm assuming is for your plugin UI. I know they don't add up to much but I'm sure you're aware that by using a Resources folder it forces those assets to be compiled in to everyones apps when they don't need to be. It's just extremely tricky for a lot of apps to remain under 100mb and so many times it's really come down to stripping out all of these tiny little unnecessary things, every bit counts. If those assets are just for the editor, something like AssetDatabase.LoadAssetAtPath would be a good alternative. Small thing like I said.. no worries otherwise =)
     
  22. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi WagDan,

    Glad to hear you like the plugin :)

    I'm not sure what could be causing that. Are you using v1.4.4 ? Is this on Windows or Mac?
    Did you try an existing Hap/HapQ video such as the MOV files here:
    https://github.com/Vidvox/hap-quicktime-playback-demo/tree/master/HapQuickTimePlayback

    Perhaps you could also email a screenshot of the result and source - unitysupport@renderheads.com

    Thanks,
     
  23. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hey Jason,
    Yes we're aware of this. None of the resources are editor specific, except perhaps the icon image. We'll see about moving the icon in the future. It's mostly the shaders in there - we need to load them dynamically...They're pretty small though but I take your point.
    Thanks,
     
  24. yakandco

    yakandco

    Joined:
    Dec 3, 2014
    Posts:
    90
    Right.. no worries then. If they're needed for runtime then it's a moot point. Well.. I guess the icon is probably the heavier of the assets. Anyway, such a tiny thing and not a very high priority issue =)
     
  25. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hey Jason, thanks for the kind words - glad you appreciate all of the hard work we've put into this :)

    Feedback is awesome to get!

    Class documentation - yes we do need more comments :)

    Where in PDF does it say that Android doesn't support multi-threaded rendering? I just had a look and couldn't find it. It certainly does support it so it would be nice to fix any errors in the docs.

    Yes OpenVideoFromFile will return false on some platforms if it can detect an error immediately - otherwise it will continue on to the low-level player code which will throw an error at some point (it's asynchronous) which is picked up by the error event/function. This is probably a useful note for us to put into the class reference docs.

    Could you give an example of how the event function could work with lambda?

    If you can replicate the orientation craziness and email the details to unitysupport@renderheads.com we can have a deep look into it. We're not aware of any issues like that currently - at least not with the latest (v1.4.4) of the plugin. Older versions certainly had issues which have been fixed.

    Thanks,
     
  26. Mark-Sweeney

    Mark-Sweeney

    Joined:
    Feb 21, 2010
    Posts:
    172
    I was checking this out. I notice there's no support for mac/iOS Closed Captions (3GPP Text, encoded into m4V). Will this be added at some point?

    Also wondering if .srt (subrip) subtitle support will be added? Unless I've missed something AVPro does not have Accessibility support for deaf and hard of hearing.
     
  27. yakandco

    yakandco

    Joined:
    Dec 3, 2014
    Posts:
    90

    Hmm.. perhaps I was mistaken or looking at an old PDF regarding the multi-threaded thing.

    OpenVideoFromFile - cool was just checking, I'll listen for both possible errors. I just thought perhaps one way of trapping an event might have been cleaner and was a little bit of an unexpected result that one worked and the other didn't.

    Yea I guess with the lambda thing I hadn't thought through that you can't define a specific type to actually return. The reference to a lambda or delegate instance would instead need to be passed in to the event handler method so it could remove itself (ugly) .. nevermind. I can't think of a nice way to do it right now... feel like Im missing something though. As you were.. =)

    The orientation thing only happened once and I couldn't replicate it. Like I said, not even sure it was related, let you know if I find out more.
     
  28. chroniclers

    chroniclers

    Joined:
    Jun 25, 2016
    Posts:
    5
    Hi AndrewRH,

    thanks a lot for your work on this nice assets.

    Currently , we are experiencing some problems when drawing ON TOP of the Movie player.

    We use AvPro Media Player in world space but we need to draw some text on top on it with TextMesh component.

    We played a lot with depth and also z coordinate but sadly Media Player gets always draw on top of all.

    Is there something that we are missing to draw text above the media player not using UGUI?

    Thanks a lot

    Regards
     
  29. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi there chroniclers,

    I think perhaps you may be using the DisplayIMGUI component? This component uses Unitys IMGUI system which is always rendered last, so it always appears on top of everything. The depth value it has is only relative to other code that also renders using the IMGUI system.

    We have a demo scene called "Background" which shows how to get the video to appear behind all content. This might be what you're looking for.

    If you want to have your video appearing somewhere in your world then you can use normal 3D objects and use the ApplyToMesh component to apply the video to those 3D objects. This way you can easily control where they appear on screen.

    Finally there is the uGUI component where uses Unity's GUI system which again can help you control where the video gets rendered.

    I hope this helps you.
     
  30. Hanoble

    Hanoble

    Joined:
    Apr 18, 2013
    Posts:
    28
    I am using version 1.4.4, which I purchased on Monday and Upgraded from the trial version that was in 1.4 I believe. The events were working before, but the same code no longer works because those events are not firing. Is it possible the recent fixes may have broken something on your end?
     
  31. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi,

    We've just had a quick look into this. The ReadyToPlay event is firing correctly for us on Android v1.4.4.

    If you have the "Auto Play" option on the media Player ticked, or if you pass "true" as the 3rd parameter to OpenVideoFile then ReadyToPlay will not fire because the video will automatically play. In this case you could detect the FirstFrameReady event.

    I hope that helps you. Let me know (here or via email) if you're still unable to get the event to fire. As you mentioned it is this line that stops the event from firing: if(!m_EventFired_ReadyToPlay &&!m_Control.IsPlaying()&& m_Control.CanPlay())

    So perhaps you could put some logging in there to see which of those conditions is causing the issue.

    You can also try using the IMGUI demo scene as that logs the events as they fire and is a common scene we can both test.

    Thanks,
     
  32. paxinos

    paxinos

    Joined:
    Aug 17, 2016
    Posts:
    5
    I'm using the latest trial version - 1.4.4 on Mac OSX El Capitan - and am having problems with HLS assets. I'm using the 01_Demo as the Scene and only changing the Video Location - "Absolute Path of URL'" and the Video Path.

    I've tried the two links that are in the PDF, namely -
    http://184.72.239.149/vod/mp4:BigBuckBunny_115k.mov/playlist.m3u8
    http://qthttp.apple.com.edgesuite.net/1010qwoeiuryfg/sl.m3u8

    In both cases I get :
    Player 484: failed to get value for key 'metadata'
    UnityEngine.Debug:LogWarning(Object)
    RenderHeads.Media.AVProVideo_OSXMediaPlayer:DebugLogCallback(Int32, Int32, String) (at Assets/AVProVideo/Scripts/Internal/OSXMediaPlayer.cs:208)
    Player 484: failed to get value for key 'availableMediaCharacteristicsWithMediaSelectionOptions'
    UnityEngine.Debug:LogWarning(Object)
    RenderHeads.Media.AVProVideo_OSXMediaPlayer:DebugLogCallback(Int32, Int32, String) (at Assets/AVProVideo/Scripts/Internal/OSXMediaPlayer.cs:208)
    Player 484: failed to get value for key 'duration'
    UnityEngine.Debug:LogWarning(Object)
    RenderHeads.Media.AVProVideo_OSXMediaPlayer:DebugLogCallback(Int32, Int32, String) (at Assets/AVProVideo/Scripts/Internal/OSXMediaPlayer.cs:208)
    Player 484: Failed to play movie: http://184.72.239.149/vod/mp4:BigBuckBunny_115k.mov/playlist.m3u8, error: The operation couldn’t be completed. (kCFErrorDomainCFNetwork error -1022.)
    UnityEngine.Debug:LogError(Object)
    RenderHeads.Media.AVProVideo_OSXMediaPlayer:DebugLogCallback(Int32, Int32, String) (at Assets/AVProVideo/Scripts/Internal/OSXMediaPlayer.cs:204)​

    This also happens on HLS streams I create.

    Interestingly, this URL works just fine -
    http://devimages.apple.com/iphone/samples/bipbop/gear1/prog_index.m3u8

    All of the above URLs as well as the ones I generate play fine in QuickTime Player.

    Any help would be greatly appreciated...
     
  33. rlatapy

    rlatapy

    Joined:
    Feb 9, 2016
    Posts:
    10
    Hi Andrew,
    I just bought AVPro for Windows, in order to use it as player for my 360 video player.

    I'm using HLS, my video chunks have a resolution of 1920*960@25fps (h264) but AVPro say's the dimensions are 1920*1080@0.00...
    Code (CSharp):
    1. [AVProVideo] Using playback path: MF-MediaEngine-Software (1920x1080@0.00)
    And it add two black strips on the video (visible on preview)...
    I don't have exactly the same behavior on all of my videos, sometimes I don't have strips (but still bad dimensions).

    It seems to work if I read the TS chunk directly without using HLS.

    My conf: Unity 5.4.0f3, win10 64, oculus cv1
    [AVProVideo] Initialising AVPro Video (script v1.4.4 plugin v1.4.4) on AMD Radeon R9 200 Series/Direct3D 11.0 [level 11.0] (MT True)

    Have you ever had a problem like this ? Any ideas ?

    Thank you, Rémi
     
  34. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi Rémi,

    I'm not 100% sure, but I suspect this is related to having a different Display Aspect ratio in your video encoding. For example you may have encoded your video at 1920x960, but with a 16:9 aspect ratio and this is causing the padding. I would definitely look at aspect ratio issues. The FPS being 0.0 is fine because it's streaming content.

    Thanks,
     
  35. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Thanks for reporting this. I guess those HLS streams just don't contain those metadata tags. We'll look into it - I'm sure we can ignore them in this case. I expect we'll include a fix for this in the next update.

    Thanks!
     
  36. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi, actually the problem is using HTTP instead of HTTPS. Apple don't allow HTTP streaming unless you explicitly enable it. Please see the AVPro Video documentation section 3.4.1 about OS X streaming.

    Thanks,
     
  37. rlatapy

    rlatapy

    Joined:
    Feb 9, 2016
    Posts:
    10
    Hi, you're right, but I can't re-encode videos as they come from a server..
    Is there a way to manually set aspect ratio ? Or another solution ?

    Thanks
     
  38. Mandelboxed

    Mandelboxed

    Joined:
    Apr 17, 2015
    Posts:
    50
    Hey, I've got a problem in windows standalone builds where videos are blocky/pixelated as if the filtering mode were set to point. Everything works perfectly in the editor and it looks great, but once I build it's terrible. I've got DirectShow forced on (in order to output to the Rift Headphones) and am running Unity 5.4.0f3. I've wasted hours trying to fix this but have gotten nowhere.

    One other issue is that some videos play upside-down.
     
  39. elena-amanita

    elena-amanita

    Joined:
    Nov 11, 2014
    Posts:
    3
    Hi there, i am using your video to output and playback stereoscopic videos My problem is that inside the sphere the stereoscopic video works fine but when i import the stereoscopic video inside the cube, i see 6 different videos. I noticed that in order to playback the 360 video inside the cube you splitted the video in 6 parts and stitched in a different angle, do i have to do the same to playback stereoscopic video inside the cube and which video stich program you used if i may ask? Please help! Thanks a lot.
     
  40. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi,
    I'm afraid we don't support fixing the aspect ratio of videos encoded with a different aspect ratio in the player, but
    we will see whether we can introduce this feature in the future. For now this is best fixed on the encoding side.

    Thanks,
     
  41. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi Mandelboxes,

    This sounds like a very strange issue, and not one we've seen before. Please could you give us more information so that we can replicate and help resolve this issue? Email unitysupport@renderheads.com or continue on this forum thread.

    Useful things to know are:

    1) AVPro Video version
    2) Is your build 32-bit or 64-bit?
    3) What resolution and format is your video? (or even better supply a copy of it)
    4) Which graphics API is your app using (D3D9, D3D11 or OpenGL)?
    5) Which version of Windows are you using?
    6) Could you supply a screenshot of the pixelated video and a reference image of how it should look?

    One thought I have is - perhaps your standalone build "bit-ness" is different to your editor "bit-ness". What I mean is that if you're using the 64-bit Unity editor and making a 32-bit build, then you may see different results dependin on how the codecs are installed on your machine. You may want to try making a 64-bit build.

    Thanks,
     
  42. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi Elena-amanita,

    So in order to use the cube scene you need to have a video in the cube mapped format. See the sample video we include in the StreamingAssets folder. We encoded this using the special build of FFMPEG with Facebooks cubemap transform filter found here. With this we feed in a standard equirectangular video and it outputs the cubemap video. I think there are also some proper tools that can output cubemap format but I'm not sure what they are.

    We have not yet tested stereo cubemap formats. In theory this should be possible though.

    In order to make the cubemap scene work with stereo you would obviously need a stereo cubemap video and then you would just need to make a shader that renders it per eye and shifts+scales the UVs slightly - or this could also be added to the script that generates the cube mesh.

    This is certainly a feature that we will look at adding soon, but right now most people are using the sphere for 360 video.

    I hope that helps.
     
  43. rlatapy

    rlatapy

    Joined:
    Feb 9, 2016
    Posts:
    10
    Hi,
    I thing there is another problem. I have some videos with 16:9 display aspect ratio which work great and others with the good aspect ratio (2:1) which don't work...
    When I load an HLS file, resolution is always 1920*1080, even with an m3u8 containing only one stream with a size of 1280x640.
    Last thing, when I directly load a chunk instead of the m3u8, it always works, whatever the value of display aspect ratio.

    Thanks
     
    Last edited: Aug 29, 2016
  44. NicBischoff

    NicBischoff

    Joined:
    Mar 19, 2014
    Posts:
    204
    Hey Guys,

    I am getting this message:
    Warning: Absolute path detected, change location to Absolute path?
    In the editor (yellow text in the MediaPlayer panel)

    However, I am using the SA video path and it is not Absolute.
    It does work though (in the editor and in builds), but had me confused for ages.

    Otherwise works well on OS X 10.11.5 and Windows 7.

    Nic
     
  45. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi Nic,

    Could you email us at unitysupport@renderheads.com with a screenshot of the path you have entered and the message that it displays? Does it do this on all platforms that you tried or just OS X? It sounds like a bug and we are keen to fix any bugs. Like you said it doesn't seem to be stopping anything from working which is good :)

    Thanks1
     
  46. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi,

    I think this discussion would be better continued over email. Could you email us at unitysupport@renderheads.com with as much information as possible. Ideally giving us the URLs you're using, and telling which Platform you're running this on.

    Thanks!
     
  47. jooz_

    jooz_

    Joined:
    Aug 25, 2016
    Posts:
    2
    Hello,
    Sorry if this has been discussed in the past, but I did not find anything related so far:
    I see that this video player can read video from an url, but I wonder if it can interpret a VAST response from a xml tag to display interstitial or pre-roll ad videos?
    Is it a feature that is included or is there any intention to add it?
    Thanks!
     
  48. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi,
    I'd never heard of VAST before today! Support for something like VAST is beyond the scope of our video player :) I'm sure you could add support for it quite easily using the WWW class. I don't think we will add support for VAST, unless someone sends us a code snippet.
    Thanks,
     
  49. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,805
    Hi All,

    Just to let you know that we have some exciting new features coming in the next update of AVPro Video :)
    • Our Android player has a new rendering mode that is even faster, allowing low CPU usage during playback of high resolution and high FPS videos. No more overheating for 3840x1920@60 VR 360 videos!

    • On Windows, HLS streams now dynamically changes resolution

    • We've done a bunch of micro-optimisations to remove/reduce garbage generation during playback

    Lots more coming, just wanted to give a taster :)

    Thanks!
     
  50. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    HI @AndrewRH, quick question. Which version of the asset supports WebGL? I know the full version does, but do any of the others support it?