AVPro Video User Manual
AVProVideo-UserManual
AVProVideo-UserManual
AVProVideo-UserManual
AVProVideo-UserManual
AVProVideo-UserManual
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AVPro Video for Android, iOS, tvOS, OS X, Windows Desktop, Windows Phone* and UWP* *beta Unity plugin for fast and flexible video playback Version 1.3.9 Released 15 July 2016 Contents 1. Introduction 1. Features 2. Trial Version 3. Media Credits 2. System Requirements 1. Platforms not supported 3. Installation 1. Platform Notes 2. Trial Version & Watermark Notes 3. Video File Locations 4. Streaming Notes 5. Virtual Reality Notes 6. Hap Codec Notes 7. Transparency Notes 4. Quick Start Examples 1. Quick Start Fastest Start for Unity Experts 2. Quick Start Fullscreen Video Player using Prefabs 3. Quick Start 3D Mesh Video Player Example using Components 5. Usage 1. Getting Started 2. Unsupported Platform Fallback 3. Components i. Media Player Component ii. Display IMGUI Component iii. Display uGUI Component iv. Apply To Mesh / Material Component 4. Scripting i. Namespace ii. Media Player Scripting iii. Events 6. Asset Files 1. Demos 2. Prefabs 3. Scripts 7. Supported Media Formats 1. Android 2. iOS, tvOS and OS X 3. Windows 8. Scripting Reference 9. Support 10. About RenderHeads Ltd Appendix A FAQ Appendix B Version History Appendix C Roadmap 2 / 52 AVPro Video © 2016 RenderHeads Ltd 1. Introduction AVPro Video is the newest video plugin from RenderHeads, who previously developed the AVPro QuickTime and AVPro Windows Media plugins for Unity. In this new generation of plugins we aim to create an easy to use, crossplatform video playback system that uses the native features of each platform. 1.1 Features ● ● ● ● ● ● ● ● ● ● ● ● ● Versions for iOS, tvOS, OS X, Android, Windows, Windows Phone and UWP One API for video playback on all supported platforms 4K video support (on supported hardware) VR support (equirectangular and cubemap) Fast flexible video playback Unity Pro 4.6.9 and 5.x supported Free watermarked trial version available ( download here ) Fast native Direct3D, OpenGL and Metal texture updates Linear and Gamma colour spaces supported Graceful fallback in editor Unity 4.6 uGUI support Easy to use, drag and drop components Streaming video from URL (when supported by platform) 1.2 Trial Version We offer an unlimited trial version of AVPro Video for download from our website at http://renderheads.com/product/avprovideo/ . The trial version has no missing features or time restrictions but it does apply a watermark to the rendered output. The watermarking does have a small performance impact which is only really noticeable on very high resolution videos. In Windows if the GPU decoding path is used when the watermark isn’t displayed instead every few seconds the video size will scale down. 1.3 Media Credits BigBuckBunny_360p30.mp4 (c) copyright 2008, Blender Foundation / www.bigbuckbunny.org BigBuckBunny_720p30.mp4 (c) copyright 2008, Blender Foundation / www.bigbuckbunny.org SampleSphere.mp4 (c) copyright Daniel Arnett, h ttps://vimeo.com/97887646 3 / 52 AVPro Video © 2016 RenderHeads Ltd 2. System Requirements ● ● ● ● ● ● ● ● ● ● Unity 5.x or Unity Pro 4.6 and above iOS 8.1 and above tvOS 9.0 (Apple TV 4th Gen) and above OS X 10.7 and above, 64bit only Android 4.1 (Jelly Bean, API level 16) and above (ARM7 and x86) Windows XP and above (32bit and 64bit) Windows 8.0 and above (32bit and 64bit) Windows Phone UWP 8.1 (32bit and ARM) Windows Desktop UWP 8.1 (32bit, 64bit and ARM) Universal Windows Platform 10 (32bit, 64bit and ARM) 2.1 Platforms not Supported ● ● ● ● WebGL* WebPlayer Linux desktop Game Consoles (XBox, PS4 etc) * = coming soon 4 / 52 AVPro Video © 2016 RenderHeads Ltd 3. Installation 1. Open up a fresh Unity session (to clear any locked plugin files) 2. Import the unitypackage file into your Unity project. If prompted to upgrade some scripts click Yes. 3.1 Platform Notes 3.1.1 Android ● ● ● ● ● This plugin requires an API level minimum of 16 Under the hood we’re using the MediaPlayer API If you want to support streaming don’t forget to set the “Internet Access” option in Player Settings to “require” For rendering we supports OpenGL ES 2.0 and OpenGL ES 3.0 Multithreaded rendering is supported 3.1.2 iOS / tvOS / Mac OS X ● ● ● ● ● Under the hood we’re using the AVFoundation API If you want to support streaming you need to enable HTTP downloads explicitly. For iOS this is an option in newer versions of Unity, but for Mac OS X and older versions of Unity you have to do this explicitly by editing the plist file. There are notes below on how to do this. For rendering on Mac OS X we support OpenGL Legacy and OpenGL Core For rendering on iOS and tvOS we support OpenGL ES 2.0, OpenGL ES 3.0 and Metal Multithreaded rendering is supported 3.1.3 Windows ● ● ● Under the hood we’re using the Media Foundation and DirectShow API’s. Media Foundation is used for Windows 8 and beyond while DirectShow is used as a fallback for Windows 7 and below. For rendering we support Direct3D 9, Direct3D 11 and OpenGL Legacy Multithreaded rendering is supported 3.1.4 Windows Store / UWP / Hololens ● For GPU decoding add this line to App.cs: 5 / 52 AVPro Video © 2016 RenderHeads Ltd m_AppCallbacks.AddCommandLineArg("forced3d11nosinglethreaded"); 3.2 Trial Version & Watermark Notes 3.2.1 Watermark If you are using a trial version of the plugin then you will see a watermark displayed over the video. The watermark is in the form of a “RenderHeads” logo that animates around the screen, or a thick horizontal bar that move around the screen. The full version of AVPro Video has no watermarks for any platforms. If you use one of the platform specific packages (eg AVPro Video for iOS, or AVPro Video for Windows) then you will not see the watermark on the platform you purchased for, but you will see the watermark on the other platforms. For example if you purchased AVPro Video for iOS then you will still see the watermark in the Unity editor as this is running on Windows/OS X, but the videos played back when you deploy to your iOS device will be watermarkfree. 3.2.2 Updating from Trial Version If you are upgrading from the trial version, make sure you delete the old /Assets/Plugins folder as this contains the trial plugin and could conflict. You may need to close Unity first, delete the files manually and then restart Unity and reimport the package (because Unity locks native plugin files once they are loaded). You can check which version you have installed by adding an MediaPlayer component to your scene and clicking on the ‘about’ button in the Inspector for that component. The version number is displayed in this box. 3.2.3 Installing Multiple AVPro Platform Packages If you have installed the iOS package then it will also contain plugins for all of the other platforms but with the watermark enabled. This means that if you then try to install another AVPro package it may not override the plugins correctly. Here is how to resolve this using the iOS and Android package as examples: 1. Start Unity fresh 2. Import the iOS package 3. Delete the Plugins/Android folder a. If you already have other Android plugins installed then you can’t just delete the whole folder and must specifically delete the AVPro files. Check the list below for the AVPro native plugin files. 4. Import the Android package 6 / 52 AVPro Video © 2016 RenderHeads Ltd Similar operation works for other package combinations. List of native plugin files: ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Plugins/Android/AVProVideo.jar Plugins/Android/libs/armeabiv7a/libAVProLocal.so Plugins/Android/libs/x86/libAVProLocal.so Plugins/AVProVideo.bundle Plugins/iOS/libAVProVideoiOS.a Plugins/tvOS/libAVProVideotvOS.a Plugins/WSA/PhoneSDK81/ARM/AVProVideo.dll Plugins/WSA/PhoneSDK81/x86/AVProVideo.dll Plugins/WSA/SDK81/ARM/AVProVideo.dll Plugins/WSA/SDK81/x86/AVProVideo.dll Plugins/WSA/SDK81/x86_64/AVProVideo.dll Plugins/WSA/UWP/ARM/AVProVideo.dll Plugins/WSA/UWP/x86/AVProVideo.dll Plugins/WSA/UWP/x86_64/AVProVideo.dll Plugins/x86/AVProVideo.dll Plugins/x86_64/AVProVideo.dll 3.3 Video File Location Video files can be played in almost any location, however we recommend placing video files in the /Assets/StreamingAssets/ folder in your Unity project as this is the easiest folder to get started with. StreamingAssets is a special folder that Unity copies to the build without processing. Files copied elsewhere will require manual copying to the build location. The MediaPlayer component allows you to browse for video files and specify them relative to a parent folder: The Video Location field specifies the master location of the video file while the Video Path field specifies where to locate the file relative to the Location. 7 / 52 AVPro Video © 2016 RenderHeads Ltd For example if your file is stored in “Assets/StreamingAssets/video.mp4” you would set the Location to “Relative To Streaming Assets Folder” and set the Video Path to “video.mp4”. Subfolders are also supported so a video located at “Assets/StreamingAssets/myfolder/video.mp4” would have it’s Video Path set to “myfolder/video.mp4”. You can also specify absolute paths, URLs or paths relative to other locations: 3.3.1 Relative To StreamingAssets Folder This is the best and most common location for video files. This folder is located at “Assets/StreamingAssets/” and you must create it if it doesn’t exist. Files copied to this folder will not be imported or processed by Unity but they will be copied with the build automatically. 3.3.2 Absolute Path or URL Here you can specify a full URL or absolute path to the video file. A URL could be in the form “http://myserver.com/myvideo.mp4” or “rtsp://myserver.com:8080/mystream.rtsp” depending on the platform support and streaming service used. An absolute path would look like: ● ● ● ● C:/MyFolder/AnotherFolder/MyVideo.mp4 (Windows) /Users/Mike/downloads/MyVideo.mp4 (Mac/Linux) /Storage/SD/Videos/MyVideo.mp4 (Android external SDCARD) /Storage/emulated/0/MyFolder/MyVideo.mp4 (Android local file system) Using absolute paths can be useful for testing but isn’t useful when deploying to other machines that don’t necessarily have the same file structure. 3.3.3 Relative To Project Folder The project folder is the folder of your Unity project, so the folder containing the Assets, Library and Project Settings subfolders. Specifying files relative to the project folder can be useful when you don’t want to include the video files in your Unity Assets folder but want to keep them within the project folder structure. Often making a subfolder called “Videos” is useful. One possible problem of using this location is that when making a build your video files will not be copied automatically to the build destination so they require manual copying. For builds this folder should be located: ● ● ● ● Windows at the same level as your EXE Mac at the same level as the Contents folder in your app bundle iOS at the same level as the AppName.app/Data folder Android not accessible due to APK packaging unless you build the APK manually. 8 / 52 AVPro Video © 2016 RenderHeads Ltd 3.3.4 Relative To Data Folder The data folder is specified by Unity here: http://docs.unity3d.com/ScriptReference/ApplicationdataPath.html It isn’t that useful to put video files into this folder directly as they would then be processed by Unity into MovieTexture’s and will bloat your project size. If you want to stop Unity processing the video files simply rename the extension to something Unity doesn’t understand, so “myvideo.mp4” could be renamed to “myvideo.mp4.bin”. Files within the data folder (Assets folder in the editor) are not copied automatically to builds so you would have to manually copy them. 3.3.5 Relative to Persistent Data Folder The persistent data folder is specified by Unity here: http://docs.unity3d.com/ScriptReference/ApplicationpersistentDataPath.html 9 / 52 AVPro Video © 2016 RenderHeads Ltd 3.4 Streaming Notes AVPro Video supports several streaming protocol depending on the platform: HTTP Progressive Streaming HLS RTSP Windows Desktop Yes No Only with ASF stream Mac OS X Yes Yes No iOS Yes Yes No tvOS Yes Yes No Android Yes Yes, but better on newer versions Yes HTTP Progressive Streaming When encoding MP4 videos for streaming make sure they are encoded with the video header data at the beginning of the file. You normally do this by selecting “Fast Start” in QuickTime encoder, or use the “movflags faststart” in FFMPEG, Other encoders will have a similar option. To prepare an MP4 for streaming using FFMPEG you can use the following command: ffmpeg i %1 acodec copy vcodec copy movflags faststart %1streaming.mp4 If you are streaming videos from VIMEO as MP4 then you should note that you can replace the “.mp4” part in the URL with “.m3u8” to instead make it an HLS stream. This may be particularly useful if you are developing apps for the Apple’s App Store as you would need to use HLS streaming to pass certification (as for April 2016). 3.4.1 OS X, iOS and tvOS Streaming This platform supports streaming of HLS streams which typically end with the m3u or m3u8 extension. If you have an HTTPS URL it should work fine because Apple trusts the secure connection. If you can only use HTTP then you app has to have a special flag set to let it use HTTP 10 / 52 AVPro Video © 2016 RenderHeads Ltd connections (this is a security issue for Apple). This setting is exposed in the Unity Player Settings here for iOS and tvOS: The setting is also exposed in the scripting API here: http://docs.unity3d.com/ScriptReference/PlayerSettings.iOSallowHTTPDownload.html If for some reason your version of Unity doesn’t expose this then you will have to add it manually. In the Unity editor you need to edit "Unity.app/Contents/Info.plist" and in your built application you would need to edit "your.app/Contents/Info.plist". These files need to have these keys added:NSAppTransportSecurity You can find more information about this here: http://ste.vn/2015/06/10/configuringapptransportsecurityios9osx1011/ We’ve also included a post process build script called “PostProcessBuild.cs” in the project which edits the plist and adds this attribute. Currently it’s only set for iOS but you can edit the #define at the top to allow Mac OS X too. 3.4.2 Android Streaming Requires the Internet Access setting (in Player Settings) to be set to Required . 11 / 52 AVPro Video © 2016 RenderHeads Ltd 3.4.3 Test Streams We found these streams handy for testing (no guarantee that they’re still working): ● ● ● Streaming MP4 ○ http://downloads.renderheads.com/2016/BigBuckBunny_360p30_Streaming. mp4 HLS ○ http://184.72.239.149/vod/mp4:BigBuckBunny_115k.mov/playlist.m3u8 ○ http://qthttp.apple.com.edgesuite.net/1010qwoeiuryfg/sl.m3u8 RTSP ○ rtsp://rtmp.infomaniak.ch/livecast/latele 3.5 Augmented / Virtual Reality Notes So far we have tested AVPro Video with: ● Oculus Rift ● Google Cardboard ● Gear VR ● HTC Vive ● Microsoft Hololens VR is still very new and you should always check for the latest recommended installation steps when creating your project. We found a lot of out of date setup instructions on the net. AVPro Video supports 4K MP4 playback for creating 360 degree experiences. Stereo 4K videos in both topbottom and sidebyside formats are also supported. See the FAQ for tips to achieve high resolution video playback for VR. Reducing the complexity of the encoded video will give the decoding engine a much easier time and could result in higher frames rates and lower CPU/GPU usage. Possible encoding tweaks include: ● ● ● ● Use the lowest profile level possible Don’t use too many reference frames Don’t use too many bframes Disable CABAC 3.5.1 Stereo VR AVPro Video supports stereoscopic videos in the topbottom and leftright formats. You can 12 / 52 AVPro Video © 2016 RenderHeads Ltd set the stereo packing format of your video in the Media Properties panel: Now when using the InsideSphere shader on a mesh it will automatically map the right part of the video to each eye. See the “Demo_360SphereVideo” scene for an example of how this works. The included shader “InsideSphere.shader” allows you to easily set what format your video is in via a dropdown in the material: Select “Stereo Debug Tinting” to colour the left and right eyes different colours so you can be sure the stereo is working. NOTE: Be sure to add the "UpdateStereoMaterial” component script to your scene when using this material when using Unity 5.3 or below or Unity 5.4 and above without the Single Pass VR option enabled. Often stereo VR requires 2 cameras, each set to a different layer mask and 2 spheres also set to a different mask. AVPro Video doesn’t require this and just uses your normal single camera and single sphere. 3.5.2 VR Audio Some VR systems such as the Oculus Rift have their own audio output device. AVPro Video has an option “Force Audio Output Device” for Windows (current in DirectShow player mode only) that allows you to specify the name of this audio device: 13 / 52 AVPro Video © 2016 RenderHeads Ltd The device name to use can be retrieved from the VR API or hard coded. For Oculus Rift the name is usually “Rift Audio” and for HTC Vive it is “HTC VIVE USB Audio”. 3.6 Hap Codec Notes The Hap codec is natively supported and gives extremely low CPU usage for extremely high resolution videos. AVI and MOV containers can both be used. Hap is only supported on Windows and Mac OS X platforms. 3.6.1 Windows Support Currently only the Hap and Hap Alpha variants of Hap are supported for Windows with HapQ and HapQ with Alpha coming in the future. Hap currently requires the “Force DirectShow” option to be selected: 3.6.2 Mac OS X Support Hap, Hap Alpha and Hap Q are supported. 3.7 Transparency Notes Not many video codecs have native support for transparency / alpha channels. Formats supported by some platforms of AVPro Video are: ● ● ● ● Hap Alpha ○ Great support on Windows and Mac OS X. Fast and low overhead format, though file size can get large depending on the content. Currently this is the format we recommend for transparent video. Uncompressed RGBA Uncompressed YUVA ○ Uncompressed isn’t ideal for file size or disk bandwidth but can still be used as a fallback ProRes 4444 ○ Best support is on Mac OS X. Files are huge. 14 / 52 AVPro Video © 2016 RenderHeads Ltd ● VP6 ○ Legacy format. We support it only via 3rd party DirectShow plugins for Windows (eg LAV Filters) 4. Quick Start Examples 4.1 Quick Start: Fastest Start for Unity Experts 1. Put video files in the StreamingAssets folder 2. Use the MediaPlayer script to play your video (set Video Path to the file name of your video file). 3. Use one of the display scripts to display your video (eg DisplayIMGUI, DisplayUGUI, ApplytoMaterial) 4.2 Quick Start: Fullscreen Video Player using Prefabs AVPro Video includes a number of example prefabs you can use to easily add video playback to your project. The following steps will create an application that plays back a fullscreen video: 1. Create a new Unity project 2. Import the AVProVideo package 3. From the AVPro/Prefabs folder in the Project window, drag the FullscreenVideo prefab to your Hierarchy window 15 / 52 AVPro Video © 2016 RenderHeads Ltd 4. Create a folder called StreamingAssets in your Project window and copy your video file (say MP4 file) into that folder 5. Enter the file name (including extension) into the Video Path field in the MediaPlayer component (eg myvideo.mp4) 6. Build and deploy your application, the video will be displayed fullscreen The DisplayIMGUI component script is just one of the components for displaying video. It uses the legacy Unity IMGUI system which always renders on top of everything else. Try using the DisplayBackground or DisplayUGUI components for more control if you don’t want your video to be on top. 4.3 Quick Start: 3D Mesh Video Player using Components AVPro Video includes a number of easy to use script components you can add to your scene. In this example we show how to use the components to play a video onto a material which is applied to a 3D model in the scene. 1. Create a new Unity project 2. Import the AVProVideo package 3. Create a new GameObject from the “GameObject > AVPro Video > Media Player” menu command 4. Click the “Add Component” button and add “AVPro Video > Apply To Mesh” 16 / 52 AVPro Video © 2016 RenderHeads Ltd 5. Drag the Media Player script to the “Media” field in the Apply To Mesh script, this tells the Apply to Mesh script which media player to use 6. Create a sphere via the “GameObject > 3D Object > Sphere” menu command 7. Drag the Mesh Renderer component to the “Mesh” field in the Apply To Mesh script, this tells the Apply to Mesh script which mesh to use 8. Create a folder called StreamingAssets in your Project window and copy your video file (say MP4 file) into that folder 9. Enter the file name (including extension) into the Video Path field in the MediaPlayer component (eg myvideo.mp4) 10. Build and deploy your application, the video will be displayed on your 3D sphere 17 / 52 AVPro Video © 2016 RenderHeads Ltd 5. Usage 5.1 Getting Started The easiest way to get started is to look at the included demos and see what script components have been used. For video playback you need 3 things in your scene: 1. The video file to play: Create a “StreamingAssets” folder in your Project window Copy your video file (usually MP4 file, but consult the list of supported formats for your platform below) to the StreamingAssets folder 2. A MediaPlayer script to load and play the video: Create a GameObject and add the MediaPlayer script to it Set the Video Path field to the name of your video file (e.g. myvideo.mp4) 3. A script to display the video: Decide how and where you want your video file to appear. There are a number of different display component scripts included for different usage scenarios. If you want to display the video on top of everything in your scene just add the DisplayIMGUI script to a GameObject in your scene and set the Media Player field your MediaPlayer component. Other display components work similarly. 5.2 Unsupported Platform Fallback AVPro Video is designed to still function even on platforms that aren’t natively supported. Instead of displaying the actual video though, a dummy 10 second long “AVPro” visual is shown. All of the video controls should still work. For example if you are running your editor in Linux the dummy video player will appear in the editor and the real video will appear when you deploy to supported platforms. If you deploy to an unsupported platform such as Samsung TV you will also see the dummy video player. The code is easily extendable to add custom video players for any unsupported platform. 5.3. Components Included are a number of components to make this asset easy to use. The components are located in the AVProVideo/Scripts/Components folder or you can add them from the Components menu: 18 / 52 AVPro Video © 2016 RenderHeads Ltd 5.3.1 Media Player Component This is the core component for playing media. This component only handles the loading and playback of media and doesn’t handle how it is displayed. Use the display script components to control how and where the video is displayed. Fields are: 19 / 52 AVPro Video © 2016 RenderHeads Ltd ● ● ● ● ● ● ● ● ● ● ● ● Video Location ○ Where to look for the file specified in the Video Path below. This can be an absolute path/URL, or relative to one of the Unity folders. The StreamingAssets folder is the easiest to use. Options are: ■ Absolute or URL ● This is an absolute path on your device, or an http URL ■ Relative to Project Folder ● The root folder is the folder above your Assets folder ■ Relative to Streaming Assets Folder ● The root folder is /Assets/StreamingAssets ■ Relative to Data Folder ● The root folder is /Assets ● Unity manual has more information: http://docs.unity3d.com/ScriptReference/ApplicationdataPath. html ■ Relative to Persistent Data Folder ● Unity manual has more information: http://docs.unity3d.com/ScriptReference/Applicationpersistent DataPath.html Video Path ○ The file path to the video in the StreamingAssets folder (e.g. myvideo.mp4 or AndroidVideos/myvideo.mp4 if you want to use a subfolder) Auto Open ○ Whether to open the file when this component is enabled/starts Auto Start ○ Whether to play the video once a video is opened Loop ○ Whether to loop the video Playback Rate ○ Sets a multiplier that affects video playback speed ○ Not supported on Android Volume ○ 0..1 range for audio volume Muted ○ Whether the audio is muted Persistent ○ Applies DontDestroyOnLoad to the object so that it survives scene/level loads Debug Gui ○ Whether to display an overlay with statistics on the video playback useful for debugging Events ○ This event can be hooked up to scripting functions which will get called when a nonlooping video completes playback. See the Events section below for more details and a scripting example Platform overrides 20 / 52 AVPro Video © 2016 RenderHeads Ltd ○ These allow you to set a different file per platform. 5.3.2 Display IMGUI Component This is the most basic component for displaying the video. It uses the legacy Unity IMGUI system to display the video to the screen. IMGUI is always rendered on top of everything else in the scene, so if you require your video to be rendered in 3D space or as part of the uGUI system it’s better to use the other components. Fields are: ● ● ● ● ● ● ● ● Media Player ○ The media player to display Display in Editor ○ Whether to display the rectangle in the editor useful for debugging Scale Mode ○ How to fit the video to the screen Color ○ The color to tint the video, including alpha transparency Alpha Blend ○ Whether the video texture controls transparency. Leaving this off for opaque videos is a minor optimisation Depth ○ The IMGUI depth to display at. Use this to change the order of rendering with other IMGUI scripts Full Screen ○ Whether to ignore the X, Y, Width, Height values and just use the whole screen X ○ The normalised (0..1) x position 21 / 52 AVPro Video © 2016 RenderHeads Ltd ● ● ● Y ○ The normalised (0..1) y position Width ○ The normalised (0..1) width Height ○ The normalised (0..1) height 5.3.3 Display uGUI Component This component is used to display a video using Unity’s uGUI system. Field are: ● ● ● ● ● ● ● ● Media Player ○ The media player to display Default Texture (optional) ○ A texture to display while the video isn’t playing (while it is buffering for example). No Default Display ○ Will not show anything until there are frames available Color ○ The color to tint, including alpha transparency Material ○ Standard uGUI field UV Rect ○ Standard uGUI field Set Native Size ○ When the video loads will resize the RectTransform to the pixel dimensions of the video Keep Aspect Ratio ○ Whether to keep the correct aspect ratio or stretch to fill 5.3.4 Apply To Mesh Component 22 / 52 AVPro Video © 2016 RenderHeads Ltd This component takes the texture generated by the Media Player component and assigs it to the texture slot of the material on a 3D Mesh. This is useful for playing videos on 3D meshes. Field are: ● ● ● Mesh ○ The mesh (renderer) to apply the texture to Media ○ The media player Default Texture (optional) ○ A texture to display while the video isn’t playing (while it is buffering for example). 5.3.5 Apply To Material Component This component takes the texture generated by the Media Player component and assigns it to a texture slot in a Material. This is useful for playing videos on 3D meshes. Fields are: ● ● ● ● Material ○ The material to apply the texture to Texture Property Name (optional) ○ By default this script assigns to the main texture (_MainTex) but if you want to assign to another slot you can put the name in here Media ○ The media player Default Texture (optional) ○ A texture to display while the video isn’t playing (while it is buffering for example). 23 / 52 AVPro Video © 2016 RenderHeads Ltd 24 / 52 AVPro Video © 2016 RenderHeads Ltd 5.4 Scripting 5.4.1 Namespace All scripts use the namespace RenderHeads.Media.AVProVideo so be sure to add “using RenderHeads.Media.AVProVideo” to the top of your source files. 5.4.2 Media Player Scripting Most scripting is likely to center around the MediaPlayer.cs script. This script handles the loading, playback and updating of videos. The script exposes a number of interfaces related to different use cases and can be found in Interfaces.cs MediaPlayer exposes 3 main interfaces: ● Info Interface ○ The IMediaInfo interface is exposed by the Info property ○ This interface is used to access information about the media, eg: MediaPlayer mp; mp.Info.GetVideoWidth(); ● Control Interface ○ The IMediaControl interface is exposed by the Control property ○ This interface is used to control playback, eg: MediaPlayer mp; mp.Control.Pause(); ● TextureProducer interface ○ The IMediaProducer interface is exposed by the TextureProducer property ○ This interface is used to get information about how to display the current texture and is used by the Display components, eg: MediaPlayer mp; Texture videoTexture = mp.TextureProducer.GetTexture(); The MediaPlayer script also has a number of methods for controlling loading of media: ● ● OpenVideoFromFile() ○ Loads the video specified. Useful if you need manual control over when the video is loaded CloseVideo() ○ Closes the video, freeing memory 25 / 52 AVPro Video © 2016 RenderHeads Ltd 5.4.3 Events MediaPlayer currently has these events: ● ● ● ● ● MetaDataReady Called when the width, height, duration etc data is available ReadyToPlay Called when the video is loaded and ready to play Started Called when the playback starts FirstFrameReady Called when the first frame has been rendered FinishedPlaying Called when a nonlooping video has finished playing Scripting example: // Add the event listener (can also do this via the editor GUI) MediaPlayer mp; mp.Events.AddListener(OnVideoEvent); // Callback function to handle events public void OnVideoEvent(MediaPlayer mp, MediaPlayerEvent.EventType et) { switch (et) { case MediaPlayerEvent.EventType.ReadyToPlay: mp.Control.Play(); break; case MediaPlayerEvent.EventType.FirstFrameReady: Debug.Log("First frame ready"); break; case MediaPlayerEvent.EventType.FinishedPlaying: mp.Control.Rewind(); break; } Debug.Log("Event: " + et.ToString()); } 26 / 52 AVPro Video © 2016 RenderHeads Ltd 6. Asset Files 6.1 Demos ● ● ● ● ● ● ● ● Demo_360SphereVideo.unity ○ Demo contains a video player that plays a 360 degree video using equirectangular(latlong) mapping. ○ The video is applied to a sphere, inside of which is the main camera. ○ If the target device has a gyroscope then moving the device around with rotate the camera to view the video from different angles. For platforms without gyroscope the mouse/touch can be used to look around. ○ A special shader and script are used to allow a single camera to render in stereo on a VR headset. Click on the material to set whether it should display the video as monoscopic, stereo topbottom or stereo leftright. Demo_360CubeVideo.unity ○ Same as the sphere demo above, but using a cubemap 3x2 layout source video. Demo_BackgroundShader.unity ○ Basic demo that plays a video using the background material which allows the video to appear behind all content. Demo_FrameExtract.unity ○ Shows go to read frames out of the video for saving to disk (jpg/png) or accessing pixel data. Demo_imGui.unity ○ Basic demo that plays a video and uses the legacy IMGUI display component to draw the video to the screen. ○ Also has an audio clip to show audioonly media playback. ○ Also has 3 different streaming URLs to demonstrate streaming. ○ IMGUI is drawn on top of all other visual components. Demo_Mapping3D.unity ○ Demo containing a video player and a 3D scene ○ Some of the 3D models have the video mapped to them via the ApplyToMaterial script Demo_Multiple.unity ○ This demo allows you to programmatically multiple load videos and test multiple videos playing at once. Display is via the AVPro Video uGUI component Demo_uGUI.unity ○ This demo shows how to display videos within the uGUI system. It uses the 27 / 52 AVPro Video © 2016 RenderHeads Ltd ● DisplayUGUI component in the canvas hierarchy. ○ It also uses a custom shader to overlay text with a video texture. Demo_VideoControl.unity ○ This demo shows how to query the video state and control playback 6.2 Prefabs ● ● ● 360SphereVideo.prefab ○ Prefab containing a video player and mapping to a sphere. Useful for playback of equirectangular 360 degree videos BackgroundVideo.prefab ○ Prefab containing a video player and a quad model with a special background material applied. This material makes the quad get drawn before everything else so it appears in the background. FullscreenVideo.prefab ○ Prefab controls a video player and the IMGUI display component for very easy basic video playback creation 6.3 Scripts ● Components ○ ApplyToMaterial.cs ■ Applies the texture produced by the MediaPlayer component to a unity material texture slot ○ ApplyToMesh.cs ■ Applies the texture produced by the MediaPlayer component to a Untiy mesh (via MeshRenderer) by setting the mainTexture field of all its materials ○ DisplayBackground.cs ■ Displays the texture produced by the MediaPlayer component behind all other content (not compatible with SkyBox) ○ DisplayIMGUI.cs ■ Displays the texture produced by the MediaPlayer component using Unity’s legacy IMGUI system ○ DisplayUGUI.cs ■ Displays the texture produced by the MediaPlayer component using Unity’s new uGUI system ○ MediaPlayer.cs ■ The main script for loading and controlling an instance of video playback ○ UpdateStereoMaterial.cs ■ A helper script for VR stereo rendering to update the camera position variable in a spherical material to help work out which eye to render ○ ApplyToTextureWidgetNGUI.cs ■ Applies the texture produced by the MediaPlayer component to an NGUI Texture widget texture slot 28 / 52 AVPro Video © 2016 RenderHeads Ltd ● ● Editor ○ DisplayUGUIEditor.cs ■ The editor script that controls how the DisplayUGUI component is rendered in the Inspector ○ MediaPlayerEditor.cs ■ The editor script that controls of the MediaPlayer component is rendered in the Inspector Internal ○ AndroidMediaPlayer.cs ■ Android specific media player ○ BaseMediaPlayer.cs ■ Common base class for all platform media players ○ Interfaces.cs ■ Interfaces and events ○ NullMediaPlayer.cs ■ The fallback dummy media player for unsupported platforms ○ OSXMediaPlayer.cs ■ iOS and OSX specific media player ○ WindowsMediaPlayer.cs ■ Windows specific media player 29 / 52 AVPro Video © 2016 RenderHeads Ltd 7. Scripting Reference AVPro Video is designed to be used mainly with the supplied drag and drop component but there are always times when a bit of scripting is needed. The asset includes sample scenes which give some examples of how to use scripting to control video playback, apply video textures to materials etc which are useful to learn from. The full class reference is available online here: http://downloads.renderheads.com/docs/AVProVideoClassReference/ In this document we have included a simplified version of the highlights. MediaPlayer class The MediaPlayer class is the main class for video playback and is where video files are specified and controlled. This class is mainly controlled via the Unity Inspector UI and for scripting through the interface properties it exposes. Properties ● ● ● ● Events ○ returns the MediaPlayerEvent class Info ○ returns the IMediaInfo interface Control ○ returns the IMediaControl interface TextureProducer ○ returns the IMediaProducer interface Methods All of these methods use the interfaces exposed above and are just handy shortcuts ● ● ● ● ● ● ● void OpenVideoFromFile(FileLocation location, string path, bool autoPlay) ○ Opens the video specified void CloseVideo() ○ Closes the current video and frees up allocated memory void Play() ○ Starts playback of the video void Pause() ○ Pauses the video void Stop() ○ Pauses the video void Rewind(bool pause) ○ Rewinds the video with an option to pause it as well Texture2D ExtractFrame(Texture2D target, float timeSeconds, int timeoutMs) 30 / 52 AVPro Video © 2016 RenderHeads Ltd ○ Extracts a frame from the specified time of the current video as a readable Texture2D. This can then be used to save out the pixel data. The texture must be destroyed by the user. The texture can be passed in again via the “target” parameter to reuse it. IMediaInfo interface This interface is used to query properties of the video Methods ● ● ● float GetDurationMs(); ○ Returns the duration of the video in milliseconds int GetVideoWidth(); ○ Returns the width of the video in pixels int GetVideoHeight(); ○ Returns the height of the video in pixels IMediaControl interface This interface is used to control loading and playback of the video Methods ● ● ● ● ● ● ● ● bool OpenVideoFromFile(string path); ○ Starts loading the file from the specified path or URL. Returns false if any error was encountered. This function is asynchronous so the video properties will not be available immediately. This function shouldn’t be used, instead use the MediaPlayer OpenVideoFromFile function. void CloseVideo(); ○ Closes the video and any resources allocated void SetLooping(bool looping); ○ Sets whether the playback should loop or not. This can be changed while the video is playing. bool CanPlay(); ○ Returns whether the video is in a playback state. Sometimes videos can take a few frames before they are ready to play. void Play(); ○ Starts playback of the video void Pause(); ○ Pause the video void Stop(); ○ Stops the video (essentially the same as Pause) bool IsPlaying(); 31 / 52 AVPro Video © 2016 RenderHeads Ltd ● ● ● ● ● ● ● ● ● ● ● ● ● ○ Returns whether the video is currently playing bool IsPaused(); ○ Returns whether the video is currently paused bool IsFinished(); ○ Returns whether the video has completed playback bool IsBuffering(); ○ Returns whether a streaming video has stopped and is buffering. A buffering video will resume after it has downloaded enough data. void Rewind(); ○ Sets the current time to the beginning of the video void Seek(float timeMs); ○ Sets the current time to a specified value in milliseconds void SeekFast(float timeMs); ○ Sets the current time to a specified value in milliseconds but sacrifices accuracy for speed. This is useful if you just want to jump forward/back in a video but you don’t care about the accuracy. bool IsSeeking(); ○ Returns whether the video is currently seeking. During seeking no new frames are produced. float GetCurrentTimeMs(); ○ Returns the current time (playback position) in milliseconds void SetPlaybackRate(float rate); ○ Sets the current playback rate. 1.0f is normal rate. Negative rates aren’t supported on all platforms. float GetPlaybackRate() ○ Returns the current playback rate void MuteAudio(bool mute) ○ Sets the audio mute or not void SetVolume(float volume) ○ Sets the volume between 0.0 and 1.0 float GetVolume() ○ Returns the volume level between 0.0 and 1.0 IMediaProducer interface Methods ● ● ● Texture GetTexture(); ○ Returns a Unity Texture object if there is a texture available otherwise null is returned. int GetTextureFrameCount(); ○ Returns the number of times the texture has been updated by the plugin. This can be useful to know when the texture was updated as the value will increment each time. bool RequiresVerticalFlip(); 32 / 52 AVPro Video © 2016 RenderHeads Ltd ○ Some textures are decoded upsidedown and need to be vertically flipped when displayed. This method returns whether the texture needs to be flipped during display. 33 / 52 AVPro Video © 2016 RenderHeads Ltd 8. Supported Media Formats In general the most common format that is supported are MP4 files with H.264 encoding for video and AAC encoding for audio. This format is supported across all platforms though not necessarily all bitrates and profiles. Container support: Windows Desktop Mac OS X Desktop iOS, tvOS Android MOV Yes Yes Yes Yes MP4 Yes Yes Yes Yes AVI Yes ? ? ? MKV Yes in Windows 10 ? ? ? Webm No No No Yes ASF/WMV Yes No No No MP3 Yes Yes Yes Yes WAV Yes ? ? ? Windows Desktop Mac OS X Desktop iOS, tvOS Android MP3 Yes Yes Yes Yes FLAC Yes in Windows 10 No No Yes AAC Yes Yes Yes Yes AC3 Yes Yes ? ? WMA Yes No No No MIDI Yes ? ? ? ALAC No Yes Yes No Audio Codec support: 34 / 52 AVPro Video © 2016 RenderHeads Ltd µLAW Yes Yes Yes No ADPCM Yes Yes Yes No Linear PCM Yes Yes Yes Yss Windows Desktop Mac OS X Desktop iOS, tvOS Android HEVC / H.265 Yes in Windows 10 Not yet** Not yet** Yes H.264 Yes Yes Yes Yes H.263 Yes ? ? Yes MJPEG Yes No No No WMV Yes No No No VP8 Yes with codec* No No Yes VP9 Yes with codec* No No Yes Hap Yes*** Yes No No Hap Alpha Yes*** Yes No No Hap Q Not yet Yes No No ProRes 422 No Yes No No ProRes 4444 No Yes No No DV Yes Yes in Yosemite and above No No Uncompressed RGBA Yes ? ? ? Uncompressed R10K No Yes in Yosemite and above No No Uncompressed V210 ? Yes in Yosemite and above No No Video Codec support: 35 / 52 AVPro Video © 2016 RenderHeads Ltd Uncompressed 2VUY ? Yes in Yosemite and above No No * The VP8/VP9 Windows Media Foundation codec can be downloaded at http://www.webmproject.org/ie/ ** Apparently Apple will release support soon *** Requires option “Force DirectShow” to be ticked Cells with “?” are one’s we’re not sure about. We will do more testing and continue to update this table. For more details on which codecs and what type of encoding is best, see the perplatform details below. 8.1 Android Android supports many media formats. For a complete list check the Android documentation here: http://developer.android.com/intl/ko/guide/appendix/mediaformats.html The following table shows the capabilities of some Android devices and can be used as a guide to check for supported video formats. Device Max Texture Size Google Galaxy Nexus 2048 Google Nexus One 1024 / 2048 / 4096 Google Nexus S 2048 HTC One S 4096 LG P880 2048 Motorola Xoom 2048 Samsung Galaxy Note 4 8192 (GL 3.0) / 16384 (GL 3.1) Samsung Galaxy Tab 2048 Samsung Omnia2 2048 Samsung OmniaHD 2048 Sony Ericsson Xperia Arc 4096 Sony Ericsson Xperia Play 4096 Sony Ericsson Xperia S 4096 36 / 52 AVPro Video © 2016 RenderHeads Ltd TMobile G1 1024 8.2 iOS, tvOS and OS X Many media formats are supported on iOS including H.264. For a complete list check the iOS documentation here: https://developer.apple.com/library/ios/documentation/Miscellaneous/Conceptual/iPhoneOS TechOverview/MediaLayer/MediaLayer.html The following table shows the capabilities of some iOS devices and can be used as a guide to check for supported video formats. Device Max Texture Size Apple iPad 3 4096 Apple iPad 2 2048 / 4096 (newer model?) Apple iPad 2048 Apple iPhone 5 4096 Apple iPhone 4S 4096 Apple iPhone 4 2048 Apple iPhone 3GS 2048 Apple iPhone 3G 1024 Apple iPhone 1024 In OS X, ProRes 422 and ProRes 4444 are supported. OS X Yosemite and above, supports the following additional formats: ● ● ● ● DV Uncompressed R10k Uncompressed v210 Uncompressed 2vuy 8.3 Windows 37 / 52 AVPro Video © 2016 RenderHeads Ltd A full list of supported formats can be found here: https://msdn.microsoft.com/enus/library/windows/desktop/dd757927(v=vs.85).aspx https://msdn.microsoft.com/enus/windows/uwp/audiovideocamera/supportedcodecs H.264 decoder supports up to profile L5.1: https://msdn.microsoft.com/enus/library/windows/desktop/dd797815(v=vs.85).aspx Windows 10 adds the following formats: ● H.265 / HEVC ● MKV ● FLAC 8.4 Windows Phone This platform isn’t supported yet, but details on media supported by this platform can be found here: https://msdn.microsoft.com/library/windows/apps/ff462087(v=vs.105).aspx https://msdn.microsoft.com/enus/windows/uwp/audiovideocamera/supportedcodecs 38 / 52 AVPro Video © 2016 RenderHeads Ltd 9. Support If you are in need of support or have any comments/suggestions regarding this product please contact us. Email: unitysupport@renderheads.com Website: http://renderheads.com/product/avprovideo/ Unity Forum: http://forum.unity3d.com/threads/releasedavprovideocompletevideoplaybacksolution.38 5611/ 9.1 Bug Reporting If you are reporting a bug, please include any relevant files and details so that we may remedy the problem as fast as possible. Essential details: ● ● ● ● Error message ○ The exact error message ○ The console/output log if possible ○ If it’s an Android build then an “adb logcat” capture Hardware ○ Phone / tablet / device type and OS version Development environment ○ Unity version ○ Development OS version ○ AVPro Video plugin version Video details: ○ Resolution ○ Codec ○ Frame rate ○ Better still, include a link to the video file Better still, send us a full or reduced copy of your Unity project 39 / 52 AVPro Video © 2016 RenderHeads Ltd 10. About RenderHeads Ltd RenderHeads Ltd is an award winning creative and technical company that has been designing and building cutting edge technology solutions since its formation in 2006. We specialise in creating interactive audiovisual software for installations at auto shows, museums, shows and expos. 10.1 Services ● ● ● Unity plugin development Unity game / interaction / virtual and augmented reality development Unity consulting 10.2 Our Unity Plugins Many of the apps and projects we develop require features that Unity doesn’t yet provide, so we have created several tools and plugins to extend Unity which are now available on the Unity Asset Store. They all include a f ree trial or demo version that you can download directly from the website here: http://renderheads.com/productcategory/fordevelopers/ 10.2.1 AVPro Video Powerful crossplatform video playback solution for Unity, featuring support for Windows, OS X, iOS, Android and tvOS. This is our newest plugin. 10.2.2 AVPro Windows Media Video player for Windows only, based on DirectShow. Features support for the Hap video codec. 10.2.3 AVPro Movie Capture 40 / 52 AVPro Video © 2016 RenderHeads Ltd Video capture to AVI files direct from the GPU and encoded to files using DirectShow codecs. Features include 4K captures, latlong (equirectangular) 360 degree captures, offline rendering and more. Windows only. 10.2.4 AVPro Live Camera Exposes highend webcams, tv cards and video capture boards to Unity via DirectShow. Windows only. 10.2.5 AVPro Broadcast Currently unreleased product for input and output of broadcast signals using Blackmagic Decklink hardware. Contact us for details. 10.2.6 Screenshot Annotator Pro Highly productive tool allowing ingame and ineditor annotation of screenshots which can then be shared with your team via FTP, Email, Slack or Teamwork.com with the click of the mouse. Crossplatform. 10.2.7 AVPro QuickTime Video playback for Windows and Mac using legacy QuickTime system. This plugin is quite dated now but still useful at times. Features support for the Hap video codec. This plugin is now deprecated and has been removed from the Asset Store. 41 / 52 AVPro Video © 2016 RenderHeads Ltd Appendix A Frequently Asked Questions 1. Why won’t my highresolution video file play on Windows? The ability to play back high resolution videos depends on the version of Windows operating system and which video codecs you have installed. By default AVPro Video will try to use the standard Microsoft codecs that come with Windows. These have limitations, for example: Decoder Windows 7 and below Windows 8+ h.264 1080p 2160p (4K) If you want to use 3rd party codecs you can install them to improve the range of resolution and format options available. These come in the form of Media Foundation or DirectShow codecs. The LAV Filters are a great example of DirectShow codecs that will allow for higher resolution video decoding. 2. Does Time.timeScale affect video playback speed? Yes we have BETA support for time.timeScale and time.captureFramerate. Simply enable the option on the Media Player component in the panel labelled “Global Settings”. 3. Does AVPro Video support playing YouTube videos or live streams? Yes and no. If you enter a YouTube URL into AVPro Video it will not be able to play it because this is the URL to the website and not the video. It is possible to gain access to the underlying MP4 file or HLS stream URL which will work with AVPro Video. This may be against the terms and conditions of YouTube though. 4. How can I get smoother video playback for my Windows VR app? This is usually caused by the video decoding taking too much CPU time. Some videos (especially highly compressed ones) require a lot of CPU time to decode each frame. Try launching your app/Unity with the “forced3d11nosinglethreaded” commandline switch. This will enable your application to use GPU decoding which is much faster. This option is only supported on Windows 8.1 and above and when D3D11 graphics API is used. 42 / 52 AVPro Video © 2016 RenderHeads Ltd You could also try reencoding your video using settings that are less demanding for the decoder. Most H.264 encoders have a ‘fast decode’ preset, or you can manually change settings such as disabling CABAC, reducing bitrate, disabling Bframes, disabling the loop (deblocking) filter etc. You could also try switching to another video codec that allows for less CPU intensive decoding. Codecs such as H.264 / H.265 are generally very heavy on the CPU. Hap is an extremely fast codec but will result in large files. 5. Is GPU hardware decoding available? Yes it is on some platforms. Android, iOS, tvOS and macOS mostly use GPU decoding but it depends on the codec. For Windows software decoding is used by default. For Windows try launching your app/Unity with the “forced3d11nosinglethreaded” commandline switch. This will enable your application to use GPU decoding which is much faster. This option is only supported on Windows 8.1 and above and when D3D11 graphics API is used. 6. Is multichannel audio supported? Audio with more than 2 channels should be supported on desktop platforms. On Windows you will need to set your sound settings in the Control Panel for the number of channels you want to output. If you leave your Windows sound settings as stereo then the audio will get mixed to stereo. 7. Why isn’t seeking accurate / responsive? The way seeking works depends on the platform. Some platforms support frame accurate seeking but most will only seek to the nearest keyframe in the video. In general to improve seek accuracy and responsiveness you can reencode your videos with more frequent keyframes (smaller GOP). The downside of this is that the size of the video file will increase (more keyframes = larger file). We have two seek functions: Seek() and SeekFast(). SeekFast can be used when accuracy isn’t important but whether it’s faster or not depends on support from the platform and can vary based on the video codec used. 8. Publishing for Mac App Store and get error “Invalid Signature”? We’re not sure why this happens but we’ve had reports that simply deleting all of the .meta files inside the AVProVideo.bundle will resolve this issue. 9. iOS Can I playback a video from the Videos library? 43 / 52 AVPro Video © 2016 RenderHeads Ltd Yes if the video is not content protected and you have it's URL. URL's for items in the video library take the following form: ipodlibrary://item/item.m4v?id=1234567890123456789 You can get the URL of an item by using the MPMediaQuery class from the MediaPlayer framework. 10. iOS Can I playback a video from the Photo Library? Yes. You need to use the UIImagePickerController to select the video. This will result in the video being processed into your app's temp folder where you can access it via the URL returned from the controller. 11. Android Why doesn’t my huge video file play from StreamingAssets folder? Files in the StreamingAssets folder for Android are packed into a JAR file and so before we can play them we must extract them to the apps persistent data folder. Huge files can take a long time to extract and copy and sometimes they could even cause the device to run out of storage space or memory. For really large files we recommend placing them the videos in other folders on the device and then referencing the absolute path to that file. This also has the added benefit of not having a copy huge files and wait ages when deploying builds to the Android device. 12. Android Why does my build fail with a message about DEX and zip classes? This can happen when there is a conflict in the Java code. We include a JAR called zip_file.jar which contain classes for handling zip files. If you have another plugin in your project that also contains these classes then Unity will fail the build. Read the exact Unity error message and if it is related to zip classes then you can try deleting zip_file.jar file. 13. Will you support MPEGDASH or another adaptive streaming system? We hope to support these sorts of streaming systems eventually. It’s currently not high on our list of priorities. The plugin already supports some basic streaming protocols and for now we’re focusing on basic features before we look at advanced features such as these. 14. What’s the difference between your different Unity video playback plugins? We currently have 3 video playback plugins for Unity: a. AVPro Video b. AVPro Windows Media c. AVPro QuickTime (deprecated) 44 / 52 AVPro Video © 2016 RenderHeads Ltd Here is a table giving a rough comparison of the plugin features: AVPro Video AVPro Windows Media AVPro QuickTime First Released 2016 2011 2011 Windows XP Yes Yes Yes (with QT installed) Windows Vista Yes** Yes Yes (with QT installed) Windows 7 Yes** Yes Yes (with QT installed) Windows 8 Yes Yes Yes (with QT installed) OS X Yes No Yes Android Yes No No iOS Yes No No tvOS Yes No No 64bit Yes Yes No 2K H.264 Yes Only with 3rd party codec Yes 4K H.264 Yes Only with 3rd party codec Yes but very slow Streaming URL Yes Not really Yes a bit Hap Codec Yes*** Yes Yes MP4 Container Yes Only with 3rd party codec Yes Works with VR Yes Yes best with 3rd party codecs Not great ASync Loads Yes No Yes Transparency Yes* Yes Yes Speed Fast Medium, fast with 3rd party codecs Medium * Currently only using the Hap5 codec for Windows 7 and below. More support coming soon. ** Currently only using DirectShow path, adding Media Foundation path soon. 45 / 52 AVPro Video © 2016 RenderHeads Ltd *** Currently only Hap and Hap Alpha supported. HapQ and HapQ+Alpha coming soon. 46 / 52 AVPro Video © 2016 RenderHeads Ltd Appendix B Release History ● Version 1.3.9 15 July 2016 ○ ○ ○ ○ ● Version 1.3.8 30 June 2016 ○ ○ ● Android ■ Fixed bug for Unity versions < 5.2.0 that caused videos not to display ■ Fixed bug for Android versions < 6 that caused video pausing and other operations to break playback ■ Removed zip classes from plugin package to fix conflicts with other plugins using the same zip classes General ■ Better error handling via new GetLastError() function and a new Error event type ■ NGUI support added via new component ■ TimeScale support feature now disabled by default and exposed in new Global Settings panel ■ ApplyToMesh/Material script improved with new scale and offset parameters ■ Added platform overrides for Windows Phone and Windows UWP ■ Improved documentation Workflow ■ Added new Android warning for loading absolute path without external permission set in PlayerSettings VR ■ Fixed VR audio output device not working ■ New high quality option for sphere shader to improve quality at the poles and general optimisations ■ Fixed issue with left/right eyes becoming swapped sometimes ■ Minor fixes to cube map script Bug fixes ■ Fixed stereo VR script broken in v1.3.6 ■ Fixed issues with UWP and Hololens support ■ Fixed Windows DirectShow issue preventing Hap videos playing when another source filter is installed ■ Fixed Windows DirectShow bug in watermark for Hap videos Workflow ■ Improved recent file list to be sorted by when the files were last used Version 1.3.6 27 June 2016 ○ General ■ Added (BETA) support for Universal Windows Platform 10 and Windows Phone 8.1 ■ Added (BETA) support for Time.timeScale and 47 / 52 AVPro Video © 2016 RenderHeads Ltd ■ ■ ■ ■ ■ ■ ■ ■ ■ ○ Time.captureFramerate allowing video playback to work properly with video capture systems that alter Unity time Added ExtractFrame function to MediaPlayer Added Extract Frames demo scene Added SeekFast function which will try to seek to keyframes only so it’s less accurate but faster. On unsupported platforms it will just do a normal seek operation Added functions to change the playback rate. Note that the behaviour of this varies between platforms and is not available yet on Android General API improvements, platform overrides system improved Fixed bug where disabled gameObject would cause rendering to stop Fixed bug where destroying MediaPlayer while uGUI component is using it could cause a crash Fixed rare bug where uGUI component would become offset or hidden Fixed rare bug where m_events would be null VR Fixed VR sphere shader coordinates on some platforms, especially cardboard ■ Added “Media Properties” section to MediaPlayer where you can define the stereo packing of a video. This then automatically adjust the sphere shader to render the video correctly per eye ■ Fixed bug in InsideSphere shader where stereo rendering would flip the eyes at some angles ■ Added support for Unity 5.4 “SinglePass Stereo Rendering” to 360 InsideSphere shader ■ Added new VR sample with “cubemap 3x2” (facebook layout) support Workflow ■ Added button in preview panel to save frame to PNG ■ Added persistent option to preserve the media player between level loads ■ Added multiobject MediaPlayer component editing support ■ Texture properties (wrap mode, filtering) can be set via Media Properties panel ■ Debug GUI now shows preview of video Android ■ Fixed bug where no visuals would appear when old devices ■ Switched from AAR to JAR/SO files to improve Unity 4 compatibility ■ Added x86 support ■ Fixed bug where Pausing a stopped video would lock it up OS X / iOS / tvOS ■ Large performance boost on iOS and tvOS (removed texture copy) ■ Streaming video buffering stalls now recover and IsBuffering function added ■ Seek accuracy improved ■ Looping handled better to reduce seam time ■ Fixed texture memory leak in Metal rendering path ■ ○ ○ ○ 48 / 52 AVPro Video © 2016 RenderHeads Ltd Fixed mute not working with autoStart Windows ■ DirectShow video playback smoother ■ Fixed DirectShow support for showing images or videos with zero duration ■ Added platformoverride option to force DirectShow player ■ Added platformoverride option to force audio output device. This is useful for VR hardware that has its own audio device. ■ Fixed poster frame not displaying ■ Fixed videos not displaying due to empty RGB32 alpha channel ■ Fixed D3D9 lost device issue ■ Fixed D3D9 issue of texture not being released ■ Fixed DirectShow player time displaying NaN sometimes at the end of video ■ Fixed crash bug if you closed Unity with video was playing ■ Fixed Windows N edition crash ■ ○ ● Version 1.3.0 20 April 2016 ○ ○ ○ ○ ○ ○ Android ■ Added multithreaded rendering support ■ Fixed various rare bugs Windows ■ Exposed GPU video player path (when using commandline argument “forced3d11nosinglethreaded”), this requires Win8.1 minimum and D3D11 ■ Windows XP, Windows Vista and Windows 7 support added by adding DirectShow playback path ■ Hap1 and Hap5 codec support added for Windows 7 and below (via DirectShow playback path) ■ Fixed audio only media not being seekable iOS ■ Fixed iOS 8.2 compatibility issue Workflow ■ Editor pause button now pauses/resumes playing videos ■ Added new ‘about’ section with handy links ■ Improvements to editor UI ■ UI fixes for standard Unity editor ‘light’ skin Bugs ■ Fixed IsFinishedPlaying event not firing on some platforms ■ Fixed player freezing when component is disabled. It now pauses OnDisable() and resumes OnEnable(). ■ Fixed crash in VCR demo related to uGUI component when changing videos ■ Fixed bug closing application with many videos open ■ Fixed seeking bug for audioonly media Documentation 49 / 52 AVPro Video © 2016 RenderHeads Ltd ■ ■ ● Version 1.2.0 1 April 2016 ○ ○ ○ ○ ○ General ■ Improved support for audioonly media ■ Improved streaming support ■ Added HasVideo, HasAudio and HasMetaData functions ■ Added MetaDataReady event ■ First frame now displays without starting playback ■ Added new ApplyToMesh component ■ Removed troubled #AVPRO defines Android ■ Fixed issue where Finished event wouldn’t fire ■ Minimum API level bumped from 15 to 16 Mac, iOS, tvOS ■ improved performance of multiple video playback Windows ■ Improved performance (duplicate frame handling) ■ Added missing IsSeeking function ■ Fixed IsFinished function always returning false ■ Fixed URL parsing ■ Fixed OpenGL texture cleanup ■ Fixed minor D3D11 leak caused by views not being released ■ Improved init/deinit Workflow ■ Resulting file name is now displayed clearly and is copyable ■ More file extensions in inspector file browser Components now have AVPro icon ■ ■ ■ ○ ○ ○ ● Updated FAQ Added stereo virtual reality notes Added warnings for incorrect Player Settings for streaming videos Editor platform override tab is restored Debugging ■ Improved logging VR ■ Improved 360 Sphere demo support for GearVR ■ InsideSphere shader has color tint option for stereo debugging Docs ■ Added video streaming notes ■ Added VR notes ■ Improved notes on supported formats Version 1.1.0 11 March 2016 ○ ○ ○ ○ ○ Added Windows support Added latlong stereo topbottom and leftright video support for VR Added perplatform file path overrides Absolute and relative path loading support added Android loading from OBB support added 50 / 52 AVPro Video © 2016 RenderHeads Ltd ○ ○ ○ ○ ○ ○ ● Version 1.0.0 25 February 2016 ○ ○ ● Workflow improvements ■ Added browse button ■ Added recent file list ■ Added relative folder support ■ Improved MediaPlayer UI, including preview in editor Created a scripting class reference Improved documentation Fixed Linear colour space support in Windows Fixed shutdown and memory freeing Various bugs fixed Initial release on the asset store Added new events Version 0.9.0 17 February 2016 ○ Initial beta release Appendix C Roadmap ● Version 1.4.0 ○ macOS Hap support ○ Fixes for iOS Metal rendering flickering issue ○ Support for macOS Metal rendering ○ webGL support ● Version 1.5.0 ○ Add global audio volume ○ Sidebyside and Topbottom transparency support ○ Better streaming support for Windows + streaming demo ○ Audio balance ○ Add use cases to documentation ○ Glitch free multi video player with optional transitions ● Version X.X.X ○ WebGL support ○ Split out media definitions from player ○ Playmaker support ○ Audio streaming back to Unity ○ Loading from memory/resources ○ Fallback to using MovieTexture on some platforms? ○ 10bit HEVC support? ● Version X ○ ← Your suggestions here, let us know :) 51 / 52 AVPro Video © 2016 RenderHeads Ltd 52 / 52 AVPro Video © 2016 RenderHeads Ltd NSAllowsArbitraryLoads
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