Can someone please provide me some insights about how the pipeline is to implement 360 video and sound in VR? I know a thing or two about video editing, sound and unity3d but would like to know more about how to do all these things for VR. Lets say I want to shoot a 360 video, then put it on VR but also I want to incorporate the sound captured. Also I would like to have some interactive spots on it.
Edit: If I want to make interactive spots on it, will that mean I need different 360 cameras shooting from the spots I want the interaction to happen? or will the one video shot with one camera allowed for that?
Thank you
First you have to choose target platfrom e.g. IOS,Android etc. Than you have to find out video player which support 360 video like AVPROMEDIAPLAYER from unitiy3d's AssetStore.
for Interactive spots in video you have to make some local database like thing e.g. xml file for position of trigger and time for doing any activity.Hope this will help you.
Related
I have agora sdk integrated in my current project. I create a prefab having video surface component for a user whenever he/she joins and video is rendered on that. Now if I want to create another prefab and render the video of the same player on that too then it gets messed up and the video for that player doesn't work. The main thing, I can't have multiple video surfaces rendering a single user's video. The reason for this is that at some stage in my game I want to display video in rectangle and somewhere else I want to display in a round masked image so I create separate prefabs. Any help would be much appreciated.
this is actually possible and got tested many times. Please share how you manage the VideoSurface creation and assignment of the joined remote user.
I am playing video over image target using vuforia plugin in unity3d. It is simple green screen video. I am using shader to remove it.
Sometimes when video played over image target it becomes too shaky and jittery and thus reducing the AR experience. How can I avoid or reduce it.
I tried multiple ways to get rid of it but no success. Here is what I tried:
Previously I was embedding the video in a Plane then I used Quad
but no success.
I tried to change AR camera (World Center Mode) to different
values like FIRST_TARGET,CAMERA and SPECIFIC_TARGET but still same problem.
Also my vuforia target image has 5 rating in vuforia database.
What could be the solution to this problem. Any help would be highly appreciated. Thanks!
I learned to capture screenshot from unity game and I'm having my HD ones happily. By my still poor knowledge of animation I can't understand how many screenshots and with what delay to get from unity to render a reasonable quality mpeg video later in blender, say, for a 3 minute clip?
Any link to a tutorial is very welcomed. I sure found ready exntensions for in-game video from unity, but I want to DIY to learn something!
I am looking for some way of making it so that the player can only hear the sounds as they get close to an object. In other words, a sound that only plays within a certain radius, or proximity sound, if this makes any sense.
If anyone knows of a way to do this in unity, any advice would be helpful!
Thanks,
Callum
You can use Unity's built-in 3D audio features to achieve that effect. Simply, if you attach an AudioSource to your desired object (the source of sound), and put the 3d audio sample you'd like to use in it as an AudioClip, you can edit its min/max distance and rolloff values accordingly to set the hearing radius. Note that, in that case you might want to attach your AudioListener to the player object instead, as the distance calculation will be done between the source and the listener.
Alternatively, you could write a small script to cast a sphere to find if the transform of the audio source is inside and change the volume etc. accordingly. Of course, you need to add colliders to your game objects in that case. See: http://docs.unity3d.com/ScriptReference/Physics.SphereCast.html
I am working on a Labyrinth style app for iPhone using Chipmunk and openAL. I got everything working except the ball rolling sound. What I have tried is playing a small sound for each update in the ball's position so that the overall effect sounds like the ball is rolling. Based on advice on this forum I tired using velocity of the ball to adjust pitch of the sound. I have the following problems:
I cant hear the sound at all when I am playing this sound in a chipmunk call back. I can hear it elsewhere.
Even if I got this working somehow, the sound I should play has to be very very short as the ball doenst take too long to roll. THere has to be a alternate way.
Can anybody please help? I can even pay for a simple application that did this if the sound is also included.
I recommend cheating... record (or find somewhere) some longish looping sounds of the ball rolling at different speeds. Have one of them playing, based on the speed of the ball. As the ball's speed changes, you can cross-fade from one sample to another. My guess is that that will sound more realistic than just varying the pitch of a single sample.
Of course, it may be enough just to have one longish looping sample, and only vary the volume proportional to the ball's speed. I'll have to go track down my labyrinth game and check. :)