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Mobile Movie Texture

Discussion in 'Assets and Asset Store' started by DanTreble, Dec 17, 2011.

  1. MatthewLeeFarmer

    MatthewLeeFarmer

    Joined:
    Jul 31, 2012
    Posts:
    14
    Has anyone here attempted building your movie files into an AssetBundle on IOS?

    We're attempting to do a split download where the 2nd half of the game comes on the 2nd download. We'd like to keep the initial download as small as possible, so we were trying to build the 2nd half of the movies into the asset bundle. However, we always get the following:

    'MovieTexture' is not supported when building for iPhone.

    Has anyone gotten past that?
     
  2. ankitgoel

    ankitgoel

    Joined:
    Jan 3, 2013
    Posts:
    9
    Your demo version isn't decompressing on Unity4, is anyone else having the same problem ?
     
  3. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    There isn't a particularly easy way of bundling arbiraty data in asset bundles...

    Crazy ideas:

    Download the movies as individual files separately.​

    Or if you must have only one download...

    have a byte[] in a scriptable object
    load the movie data into the byte array in a editor script
    package the scriptable object asset into the asset bundle
    when doenloaded, save out the byte array to a file
    play the file​
     
  4. bpritchard

    bpritchard

    Joined:
    Jan 29, 2009
    Posts:
    444
    We actually ended up zipping all the movies, downloading them via the hosted content stuff, and decompressing into the Cache folder. We adjusted MMT to handle the playing of files not stored in streaming assets and alls good. Thanks for the reply!

    Cheers
    Bryan
     
  5. norbykov

    norbykov

    Joined:
    Jul 27, 2010
    Posts:
    23
    Hey Dan, tried the demo, it's awesome. Is there any way to test playing videos with transparent and semi-transparent backgrounds with the plugin? I see no such thing in the demo, and that's pretty much the only reason we'd buy the plugin, or at the very least it's a very important feature why we would buy the plugin.

    Cheers!
     
  6. quantum_rez

    quantum_rez

    Joined:
    Oct 23, 2012
    Posts:
    35
    sorry, i try the demo version, can i know where i can load scene when the movie is finish?

    and why, when i build on android it can't work, the package i import into my project, after that the video can't work, but if i not import into my project, the video can work, anyhting wrong?

    Thanks before :D
     
    Last edited: Jan 10, 2013
  7. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    I've a short question on the performance after evaluating the demo: Has the full version the same performance as the demo or does the full version use native code and threading to accelerate the processing further?
     
    Last edited: Jan 10, 2013
  8. quickitie

    quickitie

    Joined:
    Jan 11, 2013
    Posts:
    1
    I tried the demo version and think it's a great plug-in.
    Before I purchase the paid version, I want to know if the plug-in is fully compatible with Unity version 3.5.2.

    I appreciate your confirmation.
    Thanks!
     
  9. Hiroty

    Hiroty

    Joined:
    Nov 22, 2012
    Posts:
    4
    If we purchase the full version of this plug-in, do we get the
    source code for the dll?

    If not, would it be possible to obtain it directly from you?

    And if so, would you give us permission to modify it?
    We wish to add support streaming over a network.
     
  10. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    You don't get source for the dll, but it can be arranged. As long as you agree not to redistribute or sell the source code.

    Send me a PM
     
  11. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Hey Dreamora. The full version is equivalent in performance to the demo version now. The shaders are a bit faster in the full version. For the decoding it uses armv7 neon assembly where it can.

    It could indeed benefit from being on a different thread. Plan to investigate that soon. My suspicion is that could be done from the .Net side as well.
     
  12. Hiroty

    Hiroty

    Joined:
    Nov 22, 2012
    Posts:
    4
    Thank you for your help.

    Yes, we can promise we won't redistribute or sell the source code and software.

    We'll contact you by PM again once we've purchased the product.

    Regards,
     
  13. jogogii

    jogogii

    Joined:
    Jan 31, 2013
    Posts:
    3
    Hi Dan,

    I am having an issue with the 1.1.7 delta 2 patch, when I try to make a build unity gives me a "failed to compile java code to dex" error, if I revert ZipHelper.jar I can make builds again, but then my videos won't play.

    Any help with the matter is appreciated.
     
  14. flaminghairball

    flaminghairball

    Joined:
    Jun 12, 2008
    Posts:
    868
    Hello!

    I'm using the Mobile Movie Texture 1.1.7 in a project and I'm getting an exception on the demo scenes:

    Code (csharp):
    1.  
    2. EntryPointNotFoundException: OpenStream
    3. MobileMovieTexture.Open () (at Assets/MobileMovieTexture/MobileMovieTexture.cs:286)
    4. MobileMovieTexture.Play () (at Assets/MobileMovieTexture/MobileMovieTexture.cs:222)
    5. MobileMovieTexture.Start () (at Assets/MobileMovieTexture/MobileMovieTexture.cs:211)
    6.  
    I read earlier that this is a result of mixing demo and retail movie texture, so I deleted the plugin from the project and re-installed it from the asset store - however I'm still seeing the error. Am I doing something stupid?
     
  15. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    That should be the live version now, you don't need to apply that patch at all.

    The console should give you a bit more information on that error message, it prints out a bunch of lines, but they are a bit awkward to read. I've found the best way is to select them all and then paste in something else.

    Also what version of unity are you using and what is your min api level?

    Thanks

    Dan
     
  16. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Probably not!

    Did you close and reopen Unity after importing the retail package? Unfortunately it only reloads the dll on start.
     
  17. PasZ

    PasZ

    Joined:
    Feb 4, 2013
    Posts:
    1
    Hi there, I'm trying to use an 1920x1080 (1,8MB) 6 seconds video. The resolution its correctly displayed but it's played too slowly, the video is taking 12 seconds more or less. I'm using the demo version, with pay one this is going to improve? I tried with a lot of programs to convert to OGG theora

    Any solution or suggestion?

    Pascual from Argentina
     
  18. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Probably not. The paid version is a little faster, but mostly has less bugs.

    There is only one program I recommend. ffmpeg2theora, did you try with that?

    Don't play full HD on a iPhone 3GS... but seriously, what device are you targeting with full HD video?
     
  19. jogogii

    jogogii

    Joined:
    Jan 31, 2013
    Posts:
    3
    I updated to the live version and I am still getting the same error, I am using unity 3.5.6f4

    Here is the output from the console if that helps

    Code (csharp):
    1. Failed to compile Java code to DEX:
    2. /Users/DEV/SVN/PROJECT/Unity/Temp/StagingArea> java -Xmx1024M -Djava.ext.dirs="/Users/DEV/Android/SDK/platform-tools/lib/" -jar "/Users/DEV/Android/SDK/platform-tools/lib/dx.jar" --dex --verbose --output=bin/classes.dex bin/classes.jar plugins
    3. processing archive bin/classes.jar...
    4. processing com/unity3d/player/a/a.class...
    5. processing com/unity3d/player/a/b.class...
    6. processing com/unity3d/player/a/c$a$a.class...
    7. processing com/unity3d/player/a/c$a.class...
    8. processing com/unity3d/player/a/c.class...
    9. processing com/unity3d/player/a/d$a$a.class...
    10. processing com/unity3d/player/a/d$a.class...
    11. processing com/unity3d/player/a/d.class...
    12. processing com/unity3d/player/a/e$a$1.class...
    13. processing com/unity3d/player/a/e$a$2.class...
    14. processing com/unity3d/player/a/e$a.class...
    15. processing com/unity3d/player/a/e.class...
    16. processing com/unity3d/player/a/f$a.class...
    17. processing com/unity3d/player/a/f.class...
    18. processing com/unity3d/player/a/g.class...
    19. processing com/unity3d/player/a/h.class...
    20. processing com/unity3d/player/a/i.class...
    21. processing com/unity3d/player/a/j.class...
    22. processing com/unity3d/player/a/k.class...
    23. processing com/unity3d/player/b/a.class...
    24. processing com/unity3d/player/b/b.class...
    25. processing com/unity3d/player/a/l.class...
    26. processing com/unity3d/player/a$1.class...
    27. processing com/unity3d/player/a$2.class...
    28. processing com/unity3d/player/a$a.class...
    29. processing com/unity3d/player/a.class...
    30. processing com/unity3d/player/b.class...
    31. processing com/unity3d/player/d.class...
    32. processing com/unity3d/player/c.class...
    33. processing com/unity3d/player/e$1.class...
    34. processing com/unity3d/player/e$2.class...
    35. processing com/unity3d/player/e.class...
    36. processing com/unity3d/player/f.class...
    37. processing com/unity3d/player/g.class...
    38. processing com/unity3d/player/h.class...
    39. processing com/unity3d/player/i.class...
    40. processing com/unity3d/player/j.class...
    41. processing com/unity3d/player/k.class...
    42. processing com/unity3d/player/l.class...
    43. processing com/unity3d/player/m.class...
    44. processing com/unity3d/player/n.class...
    45. processing com/unity3d/player/PlayerPrefs.class...
    46. processing com/unity3d/player/ReflectionHelper.class...
    47. processing com/unity3d/player/o.class...
    48. processing com/unity3d/player/q.class...
    49. processing com/unity3d/player/r.class...
    50. processing com/unity3d/player/s.class...
    51. processing com/unity3d/player/t.class...
    52. processing com/unity3d/player/u.class...
    53. processing com/unity3d/player/v.class...
    54. processing com/unity3d/player/w.class...
    55. processing com/unity3d/player/p.class...
    56. processing com/unity3d/player/x$1.class...
    57. processing com/unity3d/player/x$2.class...
    58. processing com/unity3d/player/x$3.class...
    59. processing com/unity3d/player/x.class...
    60. processing com/unity3d/player/y.class...
    61. processing com/unity3d/player/UnityGL.class...
    62. processing com/unity3d/player/z$a.class...
    63. processing com/unity3d/player/z$b.class...
    64. processing com/unity3d/player/z.class...
    65. processing com/unity3d/player/UnityJavaRunnable.class...
    66. processing com/unity3d/player/UnityPlayer$1.class...
    67. processing com/unity3d/player/aa.class...
    68. processing com/unity3d/player/UnityPlayer$2.class...
    69. processing com/unity3d/player/ab.class...
    70. processing com/unity3d/player/ac.class...
    71. processing com/unity3d/player/UnityPlayer$3.class...
    72. processing com/unity3d/player/UnityPlayer$4.class...
    73. processing com/unity3d/player/UnityPlayer$5.class...
    74. processing com/unity3d/player/UnityPlayer$6.class...
    75. processing com/unity3d/player/UnityPlayer$18$1.class...
    76. processing com/unity3d/player/UnityPlayer$18.class...
    77. processing com/unity3d/player/UnityPlayer$7.class...
    78. processing com/unity3d/player/UnityPlayer$8.class...
    79. processing com/unity3d/player/UnityPlayer$9.class...
    80. processing com/unity3d/player/UnityPlayer$10.class...
    81. processing com/unity3d/player/UnityPlayer$11.class...
    82. processing com/unity3d/player/UnityPlayer$12.class...
    83. processing com/unity3d/player/UnityPlayer$13.class...
    84. processing com/unity3d/player/UnityPlayer$14.class...
    85. processing com/unity3d/player/UnityPlayer$15.class...
    86. processing com/unity3d/player/UnityPlayer$16.class...
    87. processing com/unity3d/player/UnityPlayer$17.class...
    88. processing com/unity3d/player/UnityPlayer$19.class...
    89. processing com/unity3d/player/UnityPlayer$20.class...
    90. processing com/unity3d/player/UnityPlayer$21.class...
    91. processing com/unity3d/player/UnityPlayer$22.class...
    92. processing com/unity3d/player/UnityPlayer$23.class...
    93. processing com/unity3d/player/UnityPlayer.class...
    94. processing com/unity3d/player/UnityPlayerActivity.class...
    95. processing com/unity3d/player/UnityPlayerNativeActivity.class...
    96. processing com/unity3d/player/UnityPlayerProxyActivity.class...
    97. processing com/unity3d/player/VideoPlayer.class...
    98. processing com/unity3d/player/WWW.class...
    99. processing org/fmod/FMODAudioDevice.class...
    100. processing org/fmod/a.class...
    101. processing archive plugins/./Android BFGLib Stub.jar...
    102. ignored resource META-INF/MANIFEST.MF
    103. processing com/silverbackgames/primate/BFGLibAdapter.class...
    104. processing archive plugins/./Android Primate Launcher.jar...
    105. ignored resource META-INF/MANIFEST.MF
    106. processing com/silverbackgames/primate/PrimateLauncherActivity.class...
    107. processing archive plugins/./Core Lib.jar...
    108. ignored resource META-INF/MANIFEST.MF
    109. processing com/android/vending/expansion/zipfile/ZipResourceFile$ZipEntryRO.class...
    110. processing com/android/vending/expansion/zipfile/ZipResourceFile.class...
    111. processing com/silverbackgames/primate/ApkReader.class...
    112. processing com/silverbackgames/primate/StaticResources.class...
    113. processing com/silverbackgames/primate/UnityMessageQueue$UnityMessage.class...
    114. processing com/silverbackgames/primate/UnityMessageQueue.class...
    115. processing archive plugins/./EtceteraPlugin.jar...
    116. ignored resource META-INF/MANIFEST.MF
    117. processing com/prime31/EtceteraPlugin$1.class...
    118. processing com/prime31/EtceteraPlugin$10.class...
    119. processing com/prime31/EtceteraPlugin$11.class...
    120. processing com/prime31/EtceteraPlugin$12.class...
    121. processing com/prime31/EtceteraPlugin$2.class...
    122. processing com/prime31/EtceteraPlugin$3$1.class...
    123. processing com/prime31/EtceteraPlugin$3$2.class...
    124. processing com/prime31/EtceteraPlugin$3$3.class...
    125. processing com/prime31/EtceteraPlugin$3.class...
    126. processing com/prime31/EtceteraPlugin$4$1.class...
    127. processing com/prime31/EtceteraPlugin$4$2.class...
    128. processing com/prime31/EtceteraPlugin$4$3.class...
    129. processing com/prime31/EtceteraPlugin$4.class...
    130. processing com/prime31/EtceteraPlugin$5$1.class...
    131. processing com/prime31/EtceteraPlugin$5$2.class...
    132. processing com/prime31/EtceteraPlugin$5$3.class...
    133. processing com/prime31/EtceteraPlugin$5.class...
    134. processing com/prime31/EtceteraPlugin$6.class...
    135. processing com/prime31/EtceteraPlugin$7.class...
    136. processing com/prime31/EtceteraPlugin$8.class...
    137. processing com/prime31/EtceteraPlugin$9.class...
    138. processing com/prime31/EtceteraPlugin$P31MediaScanner.class...
    139. processing com/prime31/EtceteraPlugin.class...
    140. processing com/prime31/EtceteraProxyActivity.class...
    141. processing com/prime31/P31VideoPlayerActivity$ScalingMode.class...
    142. processing com/prime31/P31VideoPlayerActivity.class...
    143. processing com/prime31/WebViewActivity$P31WebViewClient.class...
    144. processing com/prime31/WebViewActivity.class...
    145. processing archive plugins/./ForcedKeyboard.jar...
    146. ignored resource META-INF/MANIFEST.MF
    147. processing com/silverbackgames/primate/ForcedEditText.class...
    148. processing com/silverbackgames/primate/ForcedKeyboardManager$1.class...
    149. processing com/silverbackgames/primate/ForcedKeyboardManager$2.class...
    150. processing com/silverbackgames/primate/ForcedKeyboardManager.class...
    151. processing archive plugins/./Marketplace Stub.jar...
    152. ignored resource META-INF/MANIFEST.MF
    153. processing com/silverbackgames/primate/Marketplace.class...
    154. processing archive plugins/./ZipHelper.jar...
    155. ignored resource META-INF/MANIFEST.MF
    156. processing com/android/vending/expansion/zipfile/ZipResourceFile$ZipEntryRO.class...
    157.  
    158. UNEXPECTED TOP-LEVEL EXCEPTION:
    159. java.lang.IllegalArgumentException: already added: Lcom/android/vending/expansion/zipfile/ZipResourceFile$ZipEntryRO;
    160.     at com.android.dx.dex.file.ClassDefsSection.add(ClassDefsSection.java:123)
    161.     at com.android.dx.dex.file.DexFile.add(DexFile.java:163)
    162.     at com.android.dx.command.dexer.Main.processClass(Main.java:490)
    163.     at com.android.dx.command.dexer.Main.processFileBytes(Main.java:459)
    164.     at com.android.dx.command.dexer.Main.access$400(Main.java:67)
    165.     at com.android.dx.command.dexer.Main$1.processFileBytes(Main.java:398)
    166.     at com.android.dx.cf.direct.ClassPathOpener.processArchive(ClassPathOpener.java:245)
    167.     at com.android.dx.cf.direct.ClassPathOpener.processOne(ClassPathOpener.java:131)
    168.     at com.android.dx.cf.direct.ClassPathOpener.processDirectory(ClassPathOpener.java:191)
    169.     at com.android.dx.cf.direct.ClassPathOpener.processOne(ClassPathOpener.java:123)
    170.     at com.android.dx.cf.direct.ClassPathOpener.process(ClassPathOpener.java:109)
    171.     at com.android.dx.command.dexer.Main.processOne(Main.java:422)
    172.     at com.android.dx.command.dexer.Main.processAllFiles(Main.java:333)
    173.     at com.android.dx.command.dexer.Main.run(Main.java:209)
    174.     at com.android.dx.command.dexer.Main.main(Main.java:174)
    175.     at com.android.dx.command.Main.main(Main.java:91)
    176. 1 error; aborting
    177.  
    178. UnityEngine.Debug:LogError(Object)
    179. PostProcessAndroidPlayer:BuildDex(String, String)
    180. PostProcessAndroidPlayer:PostProcess(BuildTarget, String, String, String, String, String, String, BuildOptions)
    181. UnityEditor.BuildPipeline:BuildPlayer(String[], String, BuildTarget, BuildOptions)
    182. SilverBuild.BuildUtility:BuildPlayer(BuildTargetInfo) (at /Users/danielbrauer/Development/Unity/SilverBuild/SilverBuild/SilverBuild/SilverBuild/BuildUtility.cs:162)
    183. SilverBuild.BuildWindow:BuildPlayer() (at /Users/danielbrauer/Development/Unity/SilverBuild/SilverBuild/SilverBuild/SilverBuild/BuildWindow.cs:826)
    184. SilverBuild.BuildWindow:OnInspectorUpdate() (at /Users/danielbrauer/Development/Unity/SilverBuild/SilverBuild/SilverBuild/SilverBuild/BuildWindow.cs:718)
    185. UnityEditor.HostView:OnInspectorUpdate()
    186.  
    Thanks
     
  20. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Ah, this is the problem, a doubled up java class

    com/android/vending/expansion/zipfile/ZipResourceFile

    Looks like it is in your "Core Lib.jar" and my "ZipHelper.jar".

    I can split the ZipHelper into 2 parts, so you can delete the the ZipResourceFile part. Or you can try and lance it from "Core Lib.jar".
     
  21. jogogii

    jogogii

    Joined:
    Jan 31, 2013
    Posts:
    3
    I'd appreciate a split ZipHelper, I don't think I can take it out of Core Lib. Thanks a bunch!
     
  22. MrYigit

    MrYigit

    Joined:
    Aug 26, 2011
    Posts:
    20
    I have a few (11..) movies in my scene, but there are a little bit transparent. They are already keyed out, the background perfectly keys out. But the remaining part appears to be slightly transparent. How can I prevent my movies becoming transparent?

    I was however able to adjust the transparency a bit by modifying the values of the Chroma Key shader, but what do they exactly do? Is there any kind of documentation somewhere?
     
  23. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    My mistake, the only thing in ZipHelper is the com.android.vending.expansion.zipfile.ZipResourceFile class, you should safely be able to delete ZipHelper.jar from your project.
     
  24. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    $ChromaKeyEditor.png

    http://imgur.com/oFSZMas

    So hopefully the color picker is obvious. That is the colour we want to key out.

    The high and low range represent the range of colours we will key based on distance from the selected color. Ideally you play with these sliders while paused with a chroma keyed video up. That way you can minimise the colour fringing.

    The channel priority allows us to skew the distance towards the color parts (CrCb) and away from the luminance parts (Y). So I'm saying, I care less about how dark or light (Y) the blue is, I want to key everything that is close to blue in color (CrCb). I could probably do something tricky with giving Cb even more priority (by giving Cr less) to attack just blues. However that wasn't necessary.

    Hope that helps
     
    Last edited: Feb 10, 2013
  25. Victorb

    Victorb

    Joined:
    May 31, 2012
    Posts:
    13
    This is exactly my question as well.
    The demo appears to be version 1.1.1 which does not yet support alpha channels on videos, correct?

    Dan, is there any way to get a more recent demo version?

    We want to be able to have a transparent video playing in front of a webcam with unity objects in-between. Is that going to be possible?
     
  26. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Correct, it is pretty old.

    Watermarking the video is at odds with transparency working well. The demo wouldn't do transparency justice. That is the main reason I haven't bothered updating it.

    I haven't had a single person complain about the transparency solution(s) in the final product.

    Sounds possible
     
  27. anhpham

    anhpham

    Joined:
    Dec 7, 2012
    Posts:
    4
    I used your plugin. It worked fine. Thanks for great job!.

    Your MobileMovieTextureTest example showed how to load movie from StreamingAssets, just fill the path. Can you tell me how to load the movie from AssetBundles? "Download the movies as individual files separately" is OK for me.

    Thank you
     
  28. anhpham

    anhpham

    Joined:
    Dec 7, 2012
    Posts:
    4
    Our company will start a project which maybe use your plugin. So I want to confirm something. Can you tell me:

    1. Can play the video which is downloaded from server?
    2. Supported video file format?
    3. Video length limit?
    4. Supported video quality? (240p, 360p, 480p, 720p....)

    Thank you!
     
  29. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    IF the whole video is downloaded to disk before you start playing the video.

    ogg theora

    As long as you like/can store

    As big as the maximum texture size of the target hardware. Although a 3GS is not going to be able to decode large videos in realtime.
     
  30. anhpham

    anhpham

    Joined:
    Dec 7, 2012
    Posts:
    4
    Thanks for fast reply

    Please tell me steps to do it.
    1. Download the video to "video_path"
    2. OpenStream(video_path)
    3. Play

    right?

    Our project will be developed on both iOS(iPhone4,4S,5 and later) and Android(v2.2 and later). I think these device can work on 2048x2048 texture size. It means even the video quality 1080p still ok?

    Thank you
     
  31. anhpham

    anhpham

    Joined:
    Dec 7, 2012
    Posts:
    4
    The "RocketBunnies.ogg" example video has a very good quality but the size is about 2.4mb only.
    Please tell me the software (for MAC and Window) to convert video file (.mov, ...) to .ogg file which you used to convert the "RocketBunnies" video.

    Thank you
     
  32. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    http://v2v.cc/~j/ffmpeg2theora/
     
  33. MrYigit

    MrYigit

    Joined:
    Aug 26, 2011
    Posts:
    20
    The video's are already keyed out (in Unity). There's no problem there. The problem was (yes, was, I explain further down ;) ) that the people in the video's were a little bit transparent.

    Here's what I did; I increaded the value in the Comparison Scale W-field. That cranked the colors up. It works fine for my purpose. :)


    Another thing I came across; I have to arrange/scale the video's in a certain position. It doesn't help if the planes are pink. Or when I move/scale the planes in play-mode, since they shoot back to there original position when I exit play-mode.

    So, is it possible to preview the (first frame of the) video's in my viewport?
    Thanks.
     
  34. Jon.S

    Jon.S

    Joined:
    Feb 25, 2013
    Posts:
    6
    Hello,

    Your mobilemovieTexture for unity is really great tool,
    I would like to ask, Could I use movie as Jpeg sequence? I want to know ,if there is an function could make movie just step 1 frameforward,or step 1 frame backward.Is this possible? I'm designing an Video app.

    anyhelp?
     
  35. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    The internal function Decode advances a frame. Unfortunately, it isn't possible to go backwards :-(
     
  36. Defero

    Defero

    Joined:
    Jul 9, 2012
    Posts:
    200
    Hi,

    so i've set up my demo to switch between movies (Stop(), m_path="...",Play()). But when i switch between movies the whole thing lags for a second, and after the 6th or so switch, the game crashes.
    I was sure that i already tested that and it worked fine, but i can't remember if i tested it only on the pc or it was on my Android as well.

    Is that normal behaviour on the phone, or did i miss something and it should be working?
     
  37. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Hey Defero, is this demo or retail? Retail has a TON of bugs fixed.

    If it is retail, you might need to send me a repro,
     
  38. Defero

    Defero

    Joined:
    Jul 9, 2012
    Posts:
    200
    I'm using the demo version that you posted in your first post, because i really need this to work in order to use it.

    So in the retail version this is working, switching movies every 10 seconds or so a different movie?
     
  39. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    Ideally the movies are the same dimensions, so the textures don't have to be reallocated, but it should be fine.
     
  40. Defero

    Defero

    Joined:
    Jul 9, 2012
    Posts:
    200
    Great to hear that.
    Thank you
     
  41. Drehkt

    Drehkt

    Joined:
    Mar 6, 2013
    Posts:
    5
    I'm looking to play movies that have been included in an Asset Bundle. Is it possible to avoid the problem of them not being included in the StreamingAssets folder in the native build?
     
  42. bufflogic

    bufflogic

    Joined:
    Aug 8, 2012
    Posts:
    15
    Can this be used on top of NGUI?
     
  43. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Yes it can. We are using NGUI, Vuforia and MMT in one project.
     
  44. DanTreble

    DanTreble

    Joined:
    Aug 31, 2010
    Posts:
    590
    How did you put them in the asset bundle?
     
  45. Deleted User

    Deleted User

    Guest

    Hey,
    I'm using unity 4.0.1 and the chromakey editor doesn't seem to appear when looking at the materials . I'm not sure if I'm supposed to move its fold to the main assets folder or something, but I think I've tried it where it is and in the main folder and it doesn't seem to work.

    edit:
    found it in the windows menu...
    now I just don't understand how to use it ;-)
     
    Last edited by a moderator: Mar 16, 2013
  46. Almc

    Almc

    Joined:
    Mar 15, 2013
    Posts:
    3
    I'm using MobileMovieTexture with Vuforia and I've got a bunch of MMTs controlling the same Material. At different queue points during runtime MMT's are switched in to control the same ChromaKey shaded material. Only one MMT at a time is controlling the material. It all works fine for about 2 changes and then I get a malloc error on ios6. It seems I'm trying to free some memory that hasn't been allocated.

    Xcode says:
    Stack trace puts the blame at PlaybackState::closeStream() -> ogg_stream_clear

    I'm up-to-date with the latest version so I'm wondering if your using ARC? Do I need a separate material for every movie or can I switch the controlling MMT? Any extra info will be greatly appreciated.

    Runs no problems in the Unity 3.5 editor.
     
    Last edited: Mar 18, 2013
  47. yuze

    yuze

    Joined:
    Dec 17, 2012
    Posts:
    42
    Hi there how do i get this to work with web player? Thanx!
     
  48. Raigex

    Raigex

    Joined:
    Jul 6, 2012
    Posts:
    154
    @yuze - I think the fact that this is a mobile move texture means you can only use it with mobile devices. But I not 100% on that.
     
  49. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    It actually can work outside of mobile.
    But it will never work in the webplayer as the required security on the webplayer explicitely forbids native code plugins and direct system hardware access.
     
  50. yuze

    yuze

    Joined:
    Dec 17, 2012
    Posts:
    42
    Hi friend thank u for replying, can you suggest an alternative for web player usage?

    oother than how great this plugin is for mobile , my main purchase is for the ease of use! very easy to setup and multiple video, I dont know a better alternative, suggest would be great, Thank u!