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 lot2.5KViews0likes4CommentsRequired 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!1.3KViews0likes1Comment360 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? Thanks999Views0likes2CommentsNativeVideoPlayer 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!656Views0likes0Comments360 Content on the Overlay Layer
Note to all developers looking to use the overlay layer to render 360 content. There are issues within the Oculus overlay implementation which makes 360 content not a viable option. The overlay layer is rendering straight to the eyebuffer(screen) and needs special care to do so. The edges of an overlay layer tend to have a thin dark outline which is usually not an issue with a quad or cylinder as they can be easily masked by darker backgrounds. Now to render 360 content with the overlay layer, you need to use a equirect layer. The equirect overaly shapes render 360 video/images clear and sharp however there is a massive issue making the equirect option unusable. The edges of the overlay layer still produce a small black line which happens to be on the back side of the sphere. Looking forward is just fine however once you turn around, the black line is always at the back of the video. The line is very thin but extremely noticeable. A strange aspect of the black line is that it is extremely tiny at the poles of the sphere but it is its thickest at the equator, though it is still very thin. I've reproduced this with 4k mono video and stereo video and 360 images. It happens with AVPro, Unity's video player and still image textures. I've primarily tested this with the latest oculus utilities 12/1.44 and Unity 2018.4.9 and 2019.2.3. In my research I also reproduced it on older version of oculus utilities which produced similar results with early versions producing an even thicker line. I am not the only developer who has come across this issue. I would post links to these discussions however, I "have to be around for a little while longer before you can post links". They can be found by searching "overlay" in the forum. In addition, John Carmack replied to a twitter thread about this on July 10th, of 2018, however his responses did address the real issue. In addition to these posts, I have privately spoken to other developers who have had the same exact issue and ended up having to ditch the overlay layer all together to properly render 360 content. I was met with the same fate as my counterparts. I have concluded that it is not possible to properly render 360 content on the oculus overlay layer. Other interesting tidbits i've found about the equirect overlay layers: Oculus offers an example scene with the equirect overlay layer but it is only a 180 video. The entire back half of the sphere is black so the black line not visible. I inserted my own 360 content into this demo scene and switched its custom video player script to 360 from 180 and of course, the black line was there. Oculus does not actually give a demo of the 360 content rendering on the overlay layer. I have personally never seen a single instance of any 360 content rendering on the overlay layer without the black line(within unity). In addition oculus does not actually provide an example of 360 content rendering on the overlay layer, though they have a demo for the much less utilized 180 video. I believe oculus did not deliver any demo scenes with 360 content because they know it doesn't work. The part that I've found troubling is that within the Oculus Go/Quest Overlay documentation it states, "Equirect layers are single textures that are wrapped into a sphere and projected to surround the user’s view. Most commonly used for 360/180 video playback". I was sure that this meant that it was proven and tested to work for 360 content. If it wasn't obvious by the length and detail of this post, i've wasted many hours trying to get this working because of the documentation stated that it works. I hope that any future developers happen to find this post before they go down the same path as I did. If this is correct, I also hope that oculus removes the part about 360 videos from their overlay documentation as it simply is not correct. If someone can prove me wrong, please do.1.7KViews1like3CommentsCan I use OVROverlay to get better 360 video performance?
Hello, I am developing an Oculus GO app in Unity that shows a 360 video player. So far I have been using a VideoPlayer that renders to a RenderTexture and a sphere with the Skybox/Panoramic shader that uses the same RenderTexture. It works great for most videos. But some videos with a lot of motion "flickers". I have a video of a skier going down a hill and every time he passes objects close to the camera the object appears twice. I took a photo of one of the lenses in the GO: As you can see you can clearly see two sticks where it should only be one. And when you actually look into the glasses the effect is even more obvious. I have tested with a 4096x2048 video. But it doesn't seem to matter if I use higher or lower resolution of the videos. I think it is more a limit in the way I render the video to the sphere. Now to the question: So I started reading about the OVROverlay today and when I read the documentation it sounded like this could be used to render videos to a sphere with better performance. I tried to setup a scene with an OVROverlay and a video player but I couldn't get it to work in the Oculus GO. I used the SampleFramework 180 degrees video player as a source. But I couldn't get that sample code to run on my GO at all. Has anyone used an OVROverlay to render 360 videos?1.6KViews0likes3CommentsLoad video from oculus go file
Hi I'm trying to dynamic load one 360 video from a specific folder by videoplayer component file, it works on android device but I couldn't make it work on oculus go Thanks for your time and response here the code: VideoPlayer vp = gameObject.AddComponent<VideoPlayer>(); url = "file:///mnt/sdcard/Apregon/VR_Kiosk-Movie.mp4"; vp.url = url; vp.renderMode = VideoRenderMode.MaterialOverride; vp.targetMaterialRenderer = GetComponent<Renderer>(); vp.targetMaterialProperty = "_MainTex"; vp.Play ();916Views0likes2CommentsOculus GO Video 360 freeze & crash after reload
Hi, I am facing an issue with my video 360 on Oculus GO and unity. My issue : I have a simple scene with the unity video player inside (play on awake, loop check). After multiples reloads of this scene, the app freezes. From my tests, the crashes occur when the video player starts after 50 or 100 reloads of the scene or 15-30 minutes of use. I use Unity 2017.4.14 I use the oculus SDK 1.29 Video: My video has a resolution of 3480x1920. Encode : h264 .mp4 The video is displayed in equirectangular 360 in mono The video is captured with this asset : https://assetstore.unity.com/packages/tools/video/vr-panorama-360-pro-renderer-35102 For the video player I have tested : - AVPro 1.9.6 (from asset store) https://assetstore.unity.com/packages/tools/video/avpro-video-56355 - the built-in unity video player Projects with this issue : On my main project, I use AVPro. I have a video manager with the video player set as DontDestroyOnLoad In some scenes, I get the video manager and play a video or replay a video for these scenes. The issue appears around 30 videos played. In this case, the app freezes a few seconds, then return to the Oculus GO Home. I set my project settings with this link https://developer.oculus.com/blog/tech-note-unity-settings-for-mobile-vr/ I though AVPro media player was the problem, so I decide to test with the unity Interactive 360 Sample Project ( https://assetstore.unity.com/packages/essentials/tutorial-projects/interactive-360-sample-project-108974 ) I modify their example scene to have my video. In their project, unity uses a video player per scene. Unfortunately, the result is near the same as AVPro. The app freezes but it never return to the Oculus GO Home. I have tried to work on the video (decrease size and resolution) but the result is the same. Have you any ideas, tips or more information on this type of issue ? Thank you for the help ! Best regards11KViews0likes1Commentcompositor layer using for render 360 video make render result judder
my team use UNDERLAY layer which shape = Equirect to render 360 video. the idea comes from oculus video app which looks like using UNDERLAY to make picture more sharp. platform is unity 2017.3.1 + oculus sdk 1.26 but i figure out OVROverlay.cs (oculus sdk 1.26) using private bool PopulateLayer(int mipLevels, bool isHdr, OVRPlugin.Sizei size, int sampleCount, int stage) which make gama correct & copy texture into overlay SwapChain. because of blit operation kills performance, i do not need to render each frame until new frame come, i modify OVRoverlay's code looks like: void PopulateLayer() { for (int eyeId = 0; eyeId < texturesPerStage; ++eyeId) { Texture et = layerTextures[eyeId].swapChain[stage]; if (et == null) continue; // render for 360 top-bottom video //textures[0] is videotexture from video file if (eyeId == 0) Graphics.CopyTexture(textures[0], 0, 0, 0, textures[0].height / 2, textures[0].width, textures[0].height / 2, et, 0, 0, 0, 0); else Graphics.CopyTexture(textures[0], 0, 0, 0, 0, textures[0].width, textures[0].height / 2, et, 0, 0, 0, 0); ret = true; } } void Render() { GetCurrentLayerDesc(); CreateLayer(); CreateLayerTextures(); LatchLayerTextures(); PopulateLayer(); SubmitLayer(); } void LateUpdate() { if (newFrameCome) Render(); } but when using underlay to play video, video texture judders ( looks like media player play frame not in a queue) once in a few secs. you can download the render result from https://www.dropbox.com/s/rhi4mjtwmj9ndn7/problem.mp4?dl=0. do not directly look at website, you need download and seek the video into 0:20, there are some dog running and they position looks like blink, the judder phenomenon occurs once in few secs. but without underlay and using mesh to render, the video looks like right no judder. the original video you can get from https://www.dropbox.com/s/tqdc9g8a48pkdph/normal.mp4?dl=0, you can seek into 0:07 and compare with the underlay version. is anyone can explain what i do wrong with underlay? or give me some theory suggestion for Equirect underlay? (new frame come then do render is save a lot of performance. but if i make render in every frame, judder occurs still)1.7KViews0likes5Comments360 Video without sound
Hey guys! I'm trying to create a 360 video player using this tutorial: https://docs.google.com/document/d/1JjOQ0dXTYPFwg6eSOlIAdqyPo6QMLqh-PETwxf8ZVD8/edit#heading=h.4u5p52pji2ng I followed the steps and I can see the video in my Oculus Go, but it doesn't playing any sound. Does anyone has any idea what could be? I changed all possible settings for audio, video etc, but still doesn't work. Video plays with sound if I run it for Mac OS platform, but when build for Android platform, it doesn't.606Views0likes1Comment