Maximum 360 videos size in Unity
I'm finding it difficult to find out the maximum package size for an app published to Oculus Go. I have seen discussion of 4GB and increases possible through downloadable content. The reason I ask is we are creating an app with quite a lot of stereo 360 video with Unity3D. We will have approx 30GB of content and I would like to package this all in one, is that possible? Also even if it's not possible through a release or the store can we do this locally by sideloading? We would look to use a cloud service for downloadable content in the future but obviously this has a cost implication so for the moment for our minimal viable product we will simply sideload content whilst on trial. Is it possible to sideload extra content in this way or to sideload a larger apk containing the 360 video files. Thanks a lot2.5KViews0likes4Comments360 video unity recorder meeting oculus tv specs
Hi, I have a VR scene in unity, aka a 3D world in unity. I filmed it in 360 with my unity recorder. However it saying the 'video cant be played because the file is corrupt'. Here is an image. I opened up the dev tools on my firefox browser and looked at the console it. It gave the errors: Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at https://graph.oculus.com/video_upload_transfer?access_token=OCAeORB8DCsxiGxUczXa05PeloWUMXGT2NICUgqeue0ZCcacAEb56H7qxzVVGVS26WKpLAxLYGjHZCch1k7ZAvW2WLR73GAEZD&fb_dtsg=NAcOO-_emESTlaTRl2xKpc2OK51nwOU1xp6xBm__Dl33k5JS2FtzcwQ%3A35%3A1656116547&jazoest=25434&lsd=zEE2tPqN9vYzJjVQ4lzgO5. (Reason: CORS request did not succeed). Status code: (null). and Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at https://graph.oculus.com/video_upload_transfer?access_token=OCAeORB8DCsxiGxUczXa05PeloWUMXGT2NICUgqeue0ZCcacAEb56H7qxzVVGVS26WKpLAxLYGjHZCch1k7ZAvW2WLR73GAEZD&fb_dtsg=NAcOO-_emESTlaTRl2xKpc2OK51nwOU1xp6xBm__Dl33k5JS2FtzcwQ%3A35%3A1656116547&jazoest=25434&lsd=zEE2tPqN9vYzJjVQ4lzgO5. (Reason: CORS request did not succeed). Status code: (null). I am concerned that my unity 360 recording settings did not meet the oculus media specs https://creator.oculus.com/media-studio/documentation/video-spec/ I am pasting my unity recorder settings here as well. Thank you very much to anyone who takes the time to help me with this issue- I am deeply grateful! Thank you, OzymandiasRequired Assets Workflow - Unity / Oculus Quest
Hi, is there a more detailed documentation on how to use the "Required Assets" workflow in Unity for Oculus Quest? The docs just cover it briefly in "unity/ps-assets/" (can't post links yet unfortunately) I want to have a large 8GB video file as "Required Asset" file and use it in the Unity Video Player. How does this work together with the Unity AssetBundle System? How do I exclude the original video from the .apk? How do I reference the video from the "Required Asset" file in the Video Player? I first want to test this locally and not use the Oculus Store but push the .apk locally with ADB. Any help would be very much appreciated!1.3KViews0likes1CommentOculus Venues- How to broadcast a live show
Hello, I would appreciate some information about Oculus Venues partnership. Is there any email contact or form to send to Oculus for broadcast a live event for Venues app? I’m looking for advice on finding how to position the right content on the right channel. Thanks!1.4KViews2likes1CommentSending Quest 2 to multiple people to view 360 content
Hello everyone. I think I'm in a tough spot right now because of some assumptions I made. A company I'm contracting with ordered 25 Quest 2 headsets with the intention of preloading them with 360/vr video content before sending to people to view. Now I'm coming to realize how strict the hardware is in regards to user accounts and I'm worried we've gone down the wrong path. What options do I have to preload content on the Quest 2 so that the end user has minimal setup needed before viewing the content? Thank you!699Views0likes1CommentAndroid MediaCodec
Hello everyone. In our program, HLS 360video data is decoded using Android MediaCodec and rendered on the Unity. It uses MediaCodec to decode the H264 stream, but it looks very slow in Oculus Quest. And MediaCodec stops decoding after a short while. The following log was displayed in logcat. This content is output every time data is sent using MediaCodec's queueInputBuffer. #gpuaddr changes every time. 2019-08-19 11:51:33.251 685-22216/? E/Adreno-C2D: <c2dgsl_unmap_user_mem:1124>: Invalid input (gpuaddr=0x2b1a000) error=0 2019-08-19 11:51:33.251 685-22216/? E/C2DColorConvert: c2dUnMapAddr failed: status 3 gpuaddr 02b1a000 2019-08-19 11:51:33.251 685-22216/? E/C2DColorConvert: unmapping GPU address failed 2019-08-19 11:51:33.251 685-22216/? E/OMX-VDEC-1080P: Failed color conversion 0 After decoding for a few seconds, the log changes to the following. 2019-08-19 11:51:36.036 685-22223/? W/Adreno-GSL: <gsl_ldd_control:549>: ioctl fd 13 code 0xc0200948 (IOCTL_KGSL_GPUOBJ_IMPORT) failed: errno 12 Out of memory 2019-08-19 11:51:36.036 685-22223/? E/Adreno-C2D: <c2dgsl_map_user_mem:1095>: Error while gsl_memory_map_ext_fd(mem_fd=34, hostptr=0xe1f32000, len=1413120, offset=0, flags=3 ) error=-4 2019-08-19 11:51:36.036 685-22223/? E/C2DColorConvert: c2dMapAddr failed: status 3 fd 34 ptr 0xe1f32000 len 1413120 flags 3 It seems that GPU memory allocation and deallocation in the decoder does not work, but the cause is unknown. The source code of the part that uses MediaCodec is posted. # Partially omitted. Decoder initialization process. I tried setting #SPS and PPS, and setting other keys to MediaFormat, but the operation did not change. void initDecoder(final byte[] data) throws IOException { MediaFormat mediaFormat; mediaFormat = MediaFormat.createVideoFormat(mime, viewWidth, viewHeight); mediaFormat.setInteger(MediaFormat.KEY_MAX_INPUT_SIZE, viewWidth * viewHeight); try { codec.configure(mediaFormat, null, null, 0); codec.start(); } catch (Exception e) { } } When receiving frame data by streaming, it passes the data to the decoder. boolean decodeFrame(final int iTimestamp, byte[] data) { if (doInit) { try { initDecoder(data); } catch (IOException e) { e.printStackTrace(); } doInit = false; //flgs = MediaCodec.BUFFER_FLAG_CODEC_CONFIG; flgs = MediaCodec.BUFFER_FLAG_KEY_FRAME; } else { flgs = MediaCodec.BUFFER_FLAG_PARTIAL_FRAME; //Tried another flg. But result did not change. } try { final int inputBufIndex = codec.dequeueInputBuffer(1000 * 100); if (inputBufIndex >= 0) { ByteBuffer[] inputBuffers = null; ByteBuffer inputBuf; inputBuf = codec.getInputBuffer(inputBufIndex); inputBuf.put(data); long presentationTimeUs = iTimestamp*1000; codec.queueInputBuffer( inputBufIndex, 0, // offset data.length, presentationTimeUs, flgs ); return true; } } catch (Exception e) { return false; } return false; } This issue has not happened on other Android devices. The same program works fine with Oculus Go, but only Oculus Quest has this problem. Is this a bug specific to Oculus Quest?2.9KViews1like3Commentsrtmp/hls 360 Player? for Oculus Quest (or any other way) "How to"
Good afternoon, We have an Insta360 Pro 2 360 camera. The camera allows to stream in real time by rtmp/rtsp/hls, and we need to know the way to reproduce this real time video on Oculus Quest VR glasses in 360º (or if there is any other way). Thank you in advance, Best regards, Javier Santaella2.4KViews0likes3Comments[SKYBOX VR PLAYER] SKYBOX is Looking For High-Res VR Videos for Testing Purpose
Hi friends, We are SKYBOX STUDIO, developer of SKYBOX VR Video Player. For nearly a year, we have been dedicated ourselves to supporting 8K video playback on the devices equipped with Snapdragon 835 (more specifically, on Oculus Quest). As part of the solution, we developed a new VR video format, which will bring about the highest video playback quality ever on the current VR headsets. The solution is now entering the final phase of testing. In order to do so, we need 3D VR (180° or 360°) videos with resolution of 6K or higher than 6K as much as possible. If anyone has such video and is willing to share with us for testing purpose, please send the video to us at hello@skybox.xyz We appreciate all your patience and support. Cheers, SKYBOX STUDIO1.4KViews0likes0Comments360 Capture SDK will not capture World Canvas UI Element
Hi all, I was trying out the new 360 Capture SDK by Oculus from this URL. It is working fine until I found out it won't capture any world canvas UI element when doing surrounding capture. Does anyone know why this is? and how do I fix that? Thanks988Views0likes2CommentsNativeVideoPlayer SetPlaybackSpeed crashes app
Hi. I'm building an app for the Oculus Quest and am basing it off of the Stereo180Video Sample Scene. However, when trying to set the playback speed of the video to anything other than 1, the video lags horribly for a few seconds and then the app crashes. I'm using NativeVideoPlayer.SetPlaybackSpeed(2f); to set the speed. In the Exoplayer docs it says that the video may be laggy if the app is running as a debug build instead of a release build. So, I've made sure to uncheck the "Development Build" checkbox in the Build Settings of Unity. I've also added a signing key to the android publishing settings. Is there anything else I need to do to make the app a release build? Does anyone know of anything else that may be causing this issue or how to debug it? Thanks!649Views0likes0Comments