I get the sdk from here, https://github.com/vimeo/vimeo-unity-sdk
but when I build a single scene into android Huawei tab, the audio seems working including seeking but not the video.
After discussing with Tengku on GitHub, it seems like this is an issue with Unity's native VideoPlayer and not the Vimeo SDK as the streaming works on other devices/platforms. Feedback should be sent to the Unity team directly.
Related
I am building an oculus app using MRTK (Mixed reality toolkit) and need Agora's video feed streaming capabilities.
While building my app I am able to hear sound but not able to see unity scene, it's all blank and appears as a black screen.
Has anyone encountered this before?
I did try Agora SDK with oculus integration without MRTK and it works fine.
yes change the project settings xr-Plug in management to oculus for android.
There is this Flutter plugin for playing videos on iOS & Android (Video Plugin)
However, I also want to embed a video player into my web and desktop applications.
So I dont understand how Flutter is going this way of supporting plugins for different platforms. Because if you have a look at the video plugin it makes use of the AVPlayer on iOS and ExoPlayer on Android, but these are not then supported for web and desktop applications.
My Questions:
Why isn't the community writing a Flutter plugin for videos which is independent of it's underlying platform? Or isn't it possible? Why do we have to rely so much on Android & iOS especially if Flutter will be more and more platform independent in the future? Isn't it possible to write the source code for making videos working on different platforms solely with the Dart language & Flutter framework?
Is there currently a way to embed a video player for web and desktop applications?
You can use dart_vlc to add video playback to your Flutter desktop application.
It currently supports Windows & Linux, we are working on adding macOS support actively.
The library is rather easier to use aswell,
Player player = Player(id: 0);
player.open(
Playlist(
medias: [
Media.file(File('C:/music.mp3')),
Media.file(File('C:/audio.mp3')),
Media.network('https://www.example.com/music.aac'),
],
),
);
Thanks. Checkout project README for more examples and documentation.
You can try using WebView by flutter_webview_plugin package. It can take advantage of the built-in video decoders/players in any Operating Systems as they're pre-loaded as web content.
Edit: This is because not many Video Plugins are to be found for the Desktop and Web Platforms yet (At least by me)
The video_player along with the video_player_web plugins work for web, android and ios. But I have not tested them on a desktop.
I'm using Vimeo Unity SDK and a REST API that sends me back a video url, I tried to use VimeoPlayer.PlayVideo(url) method but it doesn't work on mobile, on editor it works fine, the video is not played and I get no errors, also the method is wrapped on a coroutine. If someone has a solution I will be very grateful.
Can you provide more information? Unity version, Vimeo plugin version, what android device and OS version?
Unity's native Video Player is not good across platforms. People have been having quite a few issues. I'd recommend using an alternative video decoder like AVPro Video, which supports adaptive playback and is important for mobile devices like Android.
I've downloaded the Unity Vimeo SDK and gotten a video to stream in the editor without a problem. But in a build (I've tried both Android and Windows) the video player screen remains grey and the video never loads. This happens even with the example scenes. Any suggestions?
Thanks for the feedback! Are you saving the scene and adding it to build settings before trying to build? would also recommend toggling Development Build and Script Debugging on so you can see console errors in Unity during runtime
Right now, I think there is not a way to do it within Unity. This is what I have found so far (please, correct me if I'm wrong):
The most popular VR plugins compatible with Unity for both Android and iPhone are Durovis Dive SDK and Google Cardboard SDK.
I have read that most Android phones are compatible with those VR plugins. My experience is that just a few are compatible. Durovis Dive SDK seems to be the most compatible one nowadays. If the Android phone has not gyroscope and the game has the Google Cardboard SDK plugin, the game won't load or crash. If the Android phone has not gyroscope, the game will load but the image will be still when we move the phone.
Unity 5.3 has been just released. It includes WebGL support. It includes VR support. Samsung Gear and Occulus are supported. However, I have not found out anything about the compatibility with others Android or iPhone devices. Maybe it works (I have not test it. I have not found somebody who has test it yet).
Here there is a list with VR technology for the web.
We can find stuff to Export an Unity scene to Three.js. Scripts and animations don't seem to work though.
I just spoke with an industry leader in VR experiences for media companies a couple weeks ago. And his company was one of the first to attempt VR in a web browser through mobile. He said it didn't work very well. He was partially successful, but if his company had problems, I'm guessing it's still a few years off. He said new additions to HTML are coming that will improve this over the next few years.
Hope that helps!
could you try WEBVR
YouTube Tutorial: Demo WebVR Unity
Although it has some defects, but it can serve you for basic applications. I was testing it with 360 videos, this was very heavy for the platform.
You may try WebXR. But you can't add both SDK at the same time.