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WebCamTextures appear to tear on iPhone4 when the texture size is not set to default size

Discussion in 'iOS and tvOS' started by Prodigga, Jun 30, 2014.

  1. Prodigga

    Prodigga

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    WebCamTextures appear to tear on iPhone4 when the WebCamTexture size is specified to something other than the default size. (ie: new WebCamTexture(512,256)).

    The default value for WebCamTexture on iPhone4 does not cause tearing (new WebCamTexture()) but the resultion is so low that it is useless. A higher resolution WebCamTexture can run just as smoothly (ie:512x256) but because of the tearing it too is useless.

    This is a crippling issue for any application that wants to use WebCamTexture. Users have reported this issue since 3.5 (On various Unity Answers posts) but there doesn't seem to have been a bug report. I submitted a bug report using the bug report feature inside Unity but my bug report is just sitting on the website and hasn't changed from 'Open'.
     
  2. Mantas-Puida

    Mantas-Puida

    Unity Technologies

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    What's your bugreport number?
     
  3. Prodigga

    Prodigga

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    Hey there, Case 615386. Doesn't say much more than what I've already written here. Just create a scene, add a script that instantiates a WebCamTexture at any size other than the default and show it OnGUI. You'll see a lot of tearing on iPhone 4.
     
  4. Mantas-Puida

    Mantas-Puida

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    Thanks, our QA is looking into it.
     
  5. Smilediver

    Smilediver

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    Just a general note: when doing bug reports always try to attach repro cases. Reports with repro cases get higher ratings and get prioritised when reviewed by QA.
     
  6. MrEsquire

    MrEsquire

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    Reports with repros cases get higher priority - I find this a poor QA practice, surprised your manager agrees to such rules. My only feeling is, to lazy to reproduce some issues without repro? Also how many users send in repo which is not Unity bug, I guess many do, you wasting time checking this while a bug without a repro exists and not checked low down list, that can be solved quickly.

    Actually I'm not correct myself both of us are in the wrong, a balance is needed.

    I submitted some bugs that do not need repos,why do I need send in my 1.5gb project and all - kill my time.
    When some things so easy and small can be checked in 2 minutes by experienced QA, don't you have tiers of QA?
    Should not be a matter of users having to submit everything when Unity bugs exist.

    Anyway don't wish to highjack this thread, but I find your QA rule wrong and non logical.
     
  7. Prodigga

    Prodigga

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    @MrEsquire when they ask for a repo, they don't want your 1.5 gb project. They want a new project with nothing but the essentials required to replicate a bug. (ie, the mouse button down doesn't work? Create a new project with a single script that logs a message every time the mouse is pressed and send that tiny project to the Unity team).

    @Smilediver I didn't feel the need to include a repo in this case because you guys would have to do most of the work on your end anyway (setting the app identifier, building to xcode, creating the provisions and all that crap). I'll include one in future reports anyway. Thanks for looking into this so quickly! I am working on an app that requires the use of the camera and we can't afford to cut out every iPhone 4 user.
     
  8. Mantas-Puida

    Mantas-Puida

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    Usually problem lies in the details, not having code sample how you do exactly that has great chance not being reproduced. Sometimes project settings affect appearance of the bug too (like autorotation settings, etc.).
    Having small repro project hugely improves time to fix.
    Having 1.5GB is still better than having no project at all.

    P.S. there is set of problems that could be reproduced on empty project with minor tweaks in settings, these usually get reproduced easily, but still often we have troubles reproducing them, because of details lost in description or reading description.
     
  9. Prodigga

    Prodigga

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    Do you want me to create a repo and attach it to my bug report?

    Also, is it possible that a fix for this could be pushed out as a module update rather than us having to wait till the next version of Unity? Our game heavily utilizes the camera and this is completely game breaking. I am resorting to using Vuforia just for its ability to display the camera correctly. WebCamTextures work fairly well other than this one issue so I would rather stick with WebCamTextures than use Vuforia! :)
     
  10. Smilediver

    Smilediver

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    @MrEsquire Sure, it's not perfect, but there's a correlation between bug report's rating and it actually being a bug. Ie, the higher the rating, the higher probability that it's an actual bug. There was an interesting blog post about this http://blogs.unity3d.com/2013/10/28/bug-reports-incidents-and-some-bashing/ .

    And please, don't think that we're doing this stuff just because we like bureaucracy. :) It helps bugs to reach developers faster, otherwise we wouldn't be doing it.
     
    Graham-Dunnett likes this.
  11. Prodigga

    Prodigga

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    Hey guys I updated to the latest Unity which contained changes to WebCamTexutre on iOS (1080p suport). It turns out tearing issue is not yet fixed though. This makes WebCamTextures pretty useless because we have to exclude all iPhone 4 users to make use of WebCamTextures. This new 1080p support (and any other improvements in the future) are completely useless to those of us who want to support iPhone 4's.

    Right now I am resorting to using Vuforia for their camera image streaming because it just works. I am not using any of its 'augmented reality' features which is what it is designed for so this is a very messy solution. It doesn't integrate with Unity very cleanly and I do not have any control over the image resolution because Vuforia has locked users out of it (Vuforia is for augmented reality, and I guess their software does not run well @ higher resolutions so they've completely locked it out).

    I see my bug report is still "Open" with no response from anyone. I havn't heard anything back myself and this topic seems dead. So I am just here to give this issue a big bump. I am attaching a repo to the bug report (Case 615386, I do not know how to link to the bug report on FogBugz without exposing my bug report history to everyone so I'll just leave the case number here instead).

    Thanks

    Edit
    I am attaching a repo for anyone else who might be curious to try it out... Start a new/empty project, import this package, run the Test scene on your iPhone 4 device, observe tearing. Very easy to reproduce this issue.
     

    Attached Files:

  12. Prodigga

    Prodigga

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  13. Maisey

    Maisey

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    +1. Need some progress-status on this. Currently we are only creating a prototype for a client, but if this was for live work, I'd be utterly disappointed.
     
  14. Prodigga

    Prodigga

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    Just an update for you all, this bug has been successfully reproduced by the Unity team and they will be looking into it. I haven't been told when the fix will be publicly available, as they do not have an ETA.
     
  15. Prodigga

    Prodigga

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