360 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? Thanks1KViews0likes2CommentsWhat Resolution, FPS, Bitrate of video 360 can be used in Gear VR / Rift?
Hello friends! I need your help and advice. In my game / application uses 360 videos. These video clips were obtained from Unity by capture and then converted with the help of Adobe Premiere Pro CC in full 360 videos. What settings should video files have? Whatever it is equally well looked on Giar Gear VR / Rift? I made video clips 360 with the following parameters: - 4K resolution (3840x2160) - 60 frames per second - 60 Mbit bitrate It looks good on the computer, but slows in Unity. Maybe there are recommendations from Oculus for 360 videos?3.7KViews0likes2CommentsReal-Time Video Capture with Unity 5
Hello! I'm attempting to record video live in-app similar to the way Tilt Brush works. In fact, Google published an article on how they were able to accomplish recording video with Unity on the Vive: https://medium.com/google-developers/real-time-image-capture-in-unity-458de1364a4c#.iq1ccomw9. Unfortunately, the way they were able to make it work without having ~20ms refresh rates was by hacking the SteamVR render loop. The Oculus SDK doesn't allow for that as far as I know, so I tried every single event in Unity (https://docs.unity3d.com/Manual/ExecutionOrder.html) to try placing ReadPixels and GetPixels in places where the GPU wouldn't be used. None of them made the refresh rate go below the needed 10ms (or 0.5ms like what Google accomplished), though some events were clearly worse than others. Does anybody have any ideas or solutions for how to record video in-app in real time using Unity as the game engine? Thanks! Nathaniel2.5KViews0likes2Comments