MobileVLCKit taking to much space in the project - swift

I want to play webM files in my iOS project. I have installed pod 'MobileVLCKit' and it is working perfectly fine. But only the framework is the size of 1.58GB. This is too much to have in any project. Any other option available to play webM files or is there any way to reduce this framework size?

Related

How to build uinty project to webGL for browsing on iPhone?

I built unity project to WebGL.
But it working on browser very slow and can't check on iPhone.
How can we do that?
I think reason of slow loading speed is that project include some videos.
If I delete theses files speed can be fast?
I did but still slow.
Please help me
Built project structure
Videos

Cross Platform Images Not Showing up on iOS

In my MAUI RC1 app I add an image to the resources\images folder. The csproj file is configured to include all files in that folder, and the image's Build Action is set as a MauiImage. When I run the project on the Android emulator it all works fine. When I run it on an iOS emulator the image doesn't show up. It's just a simple .png file. In reading the docs it sounded like MAUI is supposed to take care of making the images work cross platform. https://learn.microsoft.com/en-us/dotnet/maui/user-interface/images/images
Is there some way of troubleshooting this, or some other detail that I should be looking at?

Unity WebGL Build size increased with version upgrade (2018.4)

My Unity project builds to about 16MB for WebGL. I have a build script that enforces settings such as build size, compression, included scenes (we use asset bundling), and more.
When switching from 2018.2 to 2018.4 my build size went from 16MB to 40MB. I have double checked all the build settings, scene inclusion and asset bundle settings. Everything is the same.
I cannot find any reason why it would be so large, or any related issues on the forums / questions. Any ideas of where to start? Happy to provide settings in full if that would help.
I tried on both a windows and mac with same results.
The issue was the introduction of nested prefabs between 2018.2 and 2018.4. I had a build script that removed my theme song audio files from a prefab on my first scene, so that it could be loaded from an asset bundle on webgl. On 2018.2 the prefab auto saved and this was fine, the audio files were taken out of the build so it only existed in the asset bundle, on 2018.4 however you have to manually save the prefab, so the large audio files existed in the build as well as my asset bundle.
note: for those curious, i dont use asset bundles for iOS or Android so thats why i leave the audio files in the first scene. I have a custom webgl build script

Does Play framework 2.2.3 support LESS in Scala

Am learning Play Framework, and i have write a small app in scala. and added some .less file which are not compiled.
the app is from the book's app sample github.com/andypetrella/play2-book-chapters/tree/master/chap3
So does Play framework in Scala support less and how to go about adding them(.less) in application? or is it the same as for java?
The .less files need to be in the app/assets/stylesheets folder. The LESS will be automatically compiled, but only when they are in that folder.

PhoneGap iOS Low Latency Audio

Until PhoneGap 1.6 was released I was using a PG plugin called SoundPlug to achieve low latency audio on my iOS app project.
With PhoneGap 1.6 the SoundPlug plugin no longer works (at least I can't seem to get it too). Does anyone have a solution I could use?
I'm using it to play a beep when a button is pressed that records audio.
Thanks
Plugins need to be updated to be used in the newly renamed Cordova.
There is a Plugin Update Guide pdf file in the .dmg file that has the iOS installer in it.
That might be a good place to start... otherwise, you might have to wait until someone updates the plugin. When they do, it will probably go into the new repo folder for iOS updated plugins (https://github.com/phonegap/phonegap-plugins/tree/master/iOS).