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Mobile Movie Texture

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

  1. iTris666

    iTris666

    Joined:
    Jun 12, 2012
    Posts:
    11
    Hi Dan,

    The crash bug I had is also reproducible in android. We successfully reproduced the problem on a Nexus 5.

    Digging further, we have reproduced the crash in an empty project, with only MobileMovieTexture package 2.0.4 imported. We just added a gameobject with a script reloading the current scene every two seconds. However sometimes we have the bug on the first play, even before the script reloads the scene.

    Devices : Nexus 5, iPod touch, Iphone 5S
    Unity version : 4.3.7, 4.5.1, 4.5.2 (all mac editors)

    All devices and Unity versions have shown the bug. Please help us out.
     
    Adawat.SST likes this.
  2. guilaurea

    guilaurea

    Joined:
    Jun 11, 2014
    Posts:
    2
    Hi everybody!

    I have some problems with buttons in MMT. I'm trying to do a 3 personal buttons (like the sample scene: play, pause and stop).
    When I click play it starts well, but the first problem is when I click pause button it stops well, but when I click play to start again the video (at the same moment it was stopped) it doesn't start. The same happens whith stop button.

    Anybody knows how to do that?

    I use this scripts:

    PLAY, PAUSE and STOP: (They are the same changing the function):

    Code (CSharp):
    1. public class BotPause : MonoBehaviour {
    2.  
    3.     public MovieAudioController movieController;
    4.    
    5.     void Start()
    6.     {
    7.      
    8.     }
    9.  
    10.     void OnClick()
    11.     {  
    12.         movieController.Pause ();    
    13.     }
    14. }
    15.  



    MOVIE AUDIO CONTROLLER:


    Code (CSharp):
    1. public class MovieAudioController : MonoBehaviour
    2. {
    3.     #region Public Variables
    4.    
    5.     public bool _Loop = true;
    6.     public AudioSource _AudioSource;
    7.     public MobileMovieTexture _MovieTexture;
    8.  
    9.     #endregion
    10.  
    11.     #region Private Variables
    12.  
    13.     private bool mPlayAutomatically = false;
    14.  
    15.     #endregion
    16.  
    17.     #region Unity Methods
    18.  
    19.     void Awake ()
    20.     {
    21.         if (_AudioSource != null) {
    22.             _AudioSource.playOnAwake = false;
    23.             _AudioSource.loop = false;
    24.         }
    25.  
    26.         if (_MovieTexture != null) {
    27.        //     mPlayAutomatically = _MovieTexture.PlayAutomatically;
    28.             _MovieTexture.PlayAutomatically = false;
    29.  
    30.             _MovieTexture.onFinished += OnFinished;
    31.  
    32.             //_MovieTexture.Play(); //Prewarm
    33.             //_MovieTexture.pause = true;
    34.         }
    35.     }
    36.  
    37.     public void setVideo(string videoName)
    38.     {
    39.         _MovieTexture.Path = "Videos/" + videoName + ".ogg";
    40.         if (Resources.Load<AudioClip>("Audio/" + videoName))
    41.         {
    42.             AudioClip audio = Resources.Load<AudioClip>("Audio/" + videoName);
    43.             _AudioSource.clip = audio;
    44.         }
    45.         PreLoad();
    46.     }
    47.  
    48.     public void PreLoad()
    49.     {
    50.         if (_MovieTexture != null)
    51.         {
    52.             _MovieTexture.Play(); //Prewarm video
    53.             _MovieTexture.pause = true;
    54.         }
    55.     }
    56.  
    57.     void Start ()
    58.     {
    59.         if (mPlayAutomatically)
    60.         {
    61.             Play();
    62.         }
    63.     }
    64.  
    65.     void OnDestroy ()
    66.     {
    67.         if (_MovieTexture != null) {
    68.             _MovieTexture.onFinished -= OnFinished;
    69.         }
    70.     }
    71.  
    72.     #endregion
    73.  
    74.     #region Public Methods
    75.  
    76.     public void Play ()
    77.     {
    78.         if (_AudioSource != null) {
    79.             _AudioSource.Play ();
    80.         }
    81.  
    82.         if (_MovieTexture != null) {
    83.             _MovieTexture.Play();
    84.            
    85.         }
    86.     }
    87.  
    88.     public void Pause ()
    89.     {
    90.        
    91.    
    92.        
    93.         if (_AudioSource != null) {
    94.             _AudioSource.Pause ();
    95.         }
    96.        
    97.         if (_MovieTexture != null) {
    98.             _MovieTexture.pause = true;
    99.                        
    100.         }
    101.        
    102.  
    103.     }
    104.  
    105.     public void Stop ()
    106.     {
    107.         if (_AudioSource != null) {
    108.             _AudioSource.Stop ();
    109.         }
    110.  
    111.         if (_MovieTexture != null) {
    112.             _MovieTexture.Stop ();
    113.             _MovieTexture.Play(); //Prewarm vidoe in case of need
    114.             _MovieTexture.pause = true;
    115.         }
    116.     }
    117.  
    118.     public bool isPlaying
    119.     {
    120.         get { return !_MovieTexture.pause; }
    121.     }
    122.  
    123.     #endregion
    124.  
    125.     #region Private Methods
    126.  
    127.     void OnFinished (MobileMovieTexture sender)
    128.     {
    129.         if (_Loop)
    130.         {
    131.             if (_AudioSource != null)
    132.             {
    133.                 _AudioSource.Stop();
    134.                 _AudioSource.Play();
    135.             }
    136.  
    137.             if (_MovieTexture != null)
    138.             {
    139.                 _MovieTexture.Play();
    140.             }
    141.         }
    142.         else
    143.         {
    144.             _MovieTexture.Stop();
    145.             _MovieTexture.Play();
    146.             _MovieTexture.pause = true;
    147.             _AudioSource.Stop();
    148.         }
    149.     }
    150.  
    151.     #endregion
    152. }








    Moreover, I think to use .playPosition, but I tried and it didn't work.



    Thank's everybody!!! :D
     
  3. dlackey_bh

    dlackey_bh

    Joined:
    Jul 18, 2014
    Posts:
    11
    All,

    Just found something in the MobileMovieTexture.Update(). It was calling DestroyTextures() then AllocateTextures() every frame for every video played. It should have only happened the first time Update() ran.

    This line
    Code (CSharp):
    1. textureContext = m_nativeTextureContext;
    means that m_nativeTextureContext will always equal zero.

    Should be
    Code (CSharp):
    1. m_nativeTextureContext = textureContext;
    If I'm wrong let me know and I'll edit this post. But, we're no longer seeing the steep memory climb; something that we were assuming was in the native code.

    Also, using the Windows Task Manager, I'm seeing that the number of Handles only increases while playing videos on MMT objects in a pool. Leads me to believe that, maybe, file handles are not being closed after an OpenStream().

    EDIT: After some further investigation using the handle.exe utility from the SysInternals Suite, it appears that, on a Windows system (no idea about other OSs), every time a video is played with MMT, two Event handles and two Thread handles are opened but not closed. So, for every video played, the number of opened handles increases by four.
     
    Last edited: Aug 13, 2014
  4. Phiru

    Phiru

    Joined:
    Oct 29, 2012
    Posts:
    32
    This is what I want. and I downloaded demo version.
    It works when I compiled it on Android phone, but In Unity it said error msg
    "DllNotFoundException: C:/a/Assets/Plugins/x86/theorawrapper.dll"
    I am using windows7 64bit and unity3d 4.5. And the dll is at the path. I don't know why.
     
  5. dlackey_bh

    dlackey_bh

    Joined:
    Jul 18, 2014
    Posts:
    11
    Phiru likes this.
  6. Le-Lag

    Le-Lag

    Joined:
    Jan 22, 2013
    Posts:
    8
    Hi Dan, got a problem too with new releases of MMT.

    I have random crashes on android and IOS.
    On IOS it is not happening really often, but on Android it's randomely crash after a few seconds (sometimes a few minutes).

    This is the log where I've noticed problems, but was unfortunately unable to know what's really wrong. Tried ndk, addr2line, but nothing worked so far.
    I just rolled back to previous version of MMT, and the problem disappeared. Quite a pity cause recent versions of MMT really boost performance and quality of videos. Especially on Android.


    This is the log where it says something bad happenend with litheorawrapper.so :



    Code (CSharp):
    1. I/DEBUG   (  212): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    2. I/DEBUG   (  212): Build fingerprint: 'Sony/LT30p_1266-2830/LT30p:4.1.2/9.1.A.1.141/cvt_tw:user/release-keys'
    3. I/DEBUG   (  212): pid: 16611, tid: 16660, name: UnityMain  >>> com.stuff.poo <<<
    4. I/DEBUG   (  212): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0c001162
    5. I/DEBUG   (  212):     r0 00000000  r1 0c001402  r2 0c0016a2  r3 0c001942
    6. I/DEBUG   (  212):     r4 5df8d000  r5 0c001be2  r6 0c001e82  r7 0c002122
    7. I/DEBUG   (  212):     r8 0c0023c2  r9 00000000  sl 00000000  fp 00000000
    8. I/DEBUG   (  212):     ip 0c001162  sp 60de5a38  lr 5c04adc3  pc 5c062e98  cpsr 80000030
    9. I/DEBUG   (  212):     d0  0000000000000000  d1  0000000000000000
    10. I/DEBUG   (  212):     d2  0000000000000000  d3  0000000000000000
    11. I/DEBUG   (  212):     d4  0000000040000000  d5  000000003f800000
    12. I/DEBUG   (  212):     d6  0000000000000000  d7  3f8000003e800000
    13. I/DEBUG   (  212):     d8  40745ddc43a2eee1  d9  0000000000000000
    14. I/DEBUG   (  212):     d10 0000000000000000  d11 0000000000000000
    15. I/DEBUG   (  212):     d12 0000000000000000  d13 0000000000000000
    16. I/DEBUG   (  212):     d14 0000000000000000  d15 0000000000000000
    17. I/DEBUG   (  212):     d16 000000000001e58a  d17 0000000000000001
    18. I/DEBUG   (  212):     d18 0000000000000000  d19 0000000000000000
    19. I/DEBUG   (  212):     d20 0000000000000000  d21 0000000000000000
    20. I/DEBUG   (  212):     d22 0000000000000000  d23 0000000000000000
    21. I/DEBUG   (  212):     d24 000000003fd27d28  d25 0000000000000000
    22. I/DEBUG   (  212):     d26 3f80000000000000  d27 0000000000000000
    23. I/DEBUG   (  212):     d28 0000000000000000  d29 000000003f000000
    24. I/DEBUG   (  212):     d30 0000000000000000  d31 3f80000000000000
    25. I/DEBUG   (  212):     scr 80000012
    26. I/DEBUG   (  212):
    27. I/DEBUG   (  212): backtrace:
    28. I/DEBUG   (  212):     #00  pc 00069e98  /system/lib/egl/libGLESv2_adreno200.so (leia_tile_texture+2275)
    29. I/DEBUG   (  212):     #01  pc 00051dc1  /system/lib/egl/libGLESv2_adreno200.so
    30. I/DEBUG   (  212):     #02  pc 00052327  /system/lib/egl/libGLESv2_adreno200.so (rb_texture_update_hw_subimage+838)
    31. I/DEBUG   (  212):     #03  pc 00052de3  /system/lib/egl/libGLESv2_adreno200.so (rb_texture_loadsubimage+52)
    32. I/DEBUG   (  212):     #04  pc 0003a349  /system/lib/egl/libGLESv2_adreno200.so (TexSubImageLoad+252)
    33. I/DEBUG   (  212):     #05  pc 0003a5a7  /system/lib/egl/libGLESv2_adreno200.so (qgl2DrvAPI_glTexSubImage2D+242)
    34. I/DEBUG   (  212):     #06  pc 00024bc1  /system/lib/egl/libGLESv2_adreno200.so (glTexSubImage2D+32)
    35. [B]I/DEBUG   (  212):     #07  pc 00002a44  /mnt/asec/com.stuff.poo/lib/libtheorawrapper.so
    36. I/DEBUG   (  212):     #08  pc 00003eb4  /mnt/asec/com.stuff.poo/lib/libtheorawrapper.so (UnityRenderEvent+480)[/B]

    Dunno if it helps.

    Good luck !
     
    jkim likes this.
  7. PoulpyBlast

    PoulpyBlast

    Joined:
    Jul 30, 2014
    Posts:
    3
    Hi,
    I just installed the demo version of Mobile Movie Texture, and when I want to run the testing scenes, I get the same problems as InfoTimeCode on the previous page : pink materials and no videos.

    What am I doing wrong ?
    Thanks, regards

     
    Roma18 likes this.
  8. Roma18

    Roma18

    Joined:
    Oct 30, 2013
    Posts:
    6
    I have the exactly same problem with Unity 4.5.3
     
  9. Adawat.SST

    Adawat.SST

    Joined:
    Aug 26, 2014
    Posts:
    3
    I have the same problem with the same version as iTris666 has. In my case, I reproduced by modifying TestMobileTexture.cs under sample project MobileMovieTextureTest. For more precise information, I have added
    Code (CSharp):
    1.  
    2.         if (GUILayout.Button("Reload Scene", GUILayout.Height(150), GUILayout.Width(150)))
    3.         {
    4.             Application.LoadLevel ("MobileMovieTextureTest");
    5.         }
    in private void OnGUI(). This make I can restart the game scene by clicking on the button.

    For the result, I have got crashed In Android ( I have tested in Sony Xperia SP ( Android 4.3 with official ROM), and Sony Xperia Z Ultra ( Kitkat ).

    // ---------------------------------------------------------------
    // Scoped crash log

    08-26 15:18:13.243: W/ActivityManager(822): Force finishing activity th.co.siliconstudio.mobilemovietexturetest/com.unity3d.player.UnityPlayerNativeActivity
    08-26 15:18:13.283: I/WindowState(822): WIN DEATH: Window{43d5d9d0 u0 th.co.siliconstudio.mobilemovietexturetest/com.unity3d.player.UnityPlayerNativeActivity}
    08-26 15:18:13.283: I/WindowState(822): WIN DEATH: Window{432f38a0 u0 SurfaceView}
    08-26 15:18:13.323: D/Zygote(273): Process 6684 terminated by signal (11)
    08-26 15:18:13.333: W/ActivityManager(822): Exception thrown during pause
    08-26 15:18:13.333: W/ActivityManager(822): android.os.DeadObjectException
    08-26 15:18:13.333: W/ActivityManager(822): at android.os.BinderProxy.transact(Native Method)
    08-26 15:18:13.333: W/ActivityManager(822): at android.app.ApplicationThreadProxy.schedulePauseActivity(ApplicationThreadNative.java:640)
    08-26 15:18:13.333: W/ActivityManager(822): at com.android.server.am.ActivityStack.startPausingLocked(ActivityStack.java:998)
    08-26 15:18:13.333: W/ActivityManager(822): at com.android.server.am.ActivityStack.finishActivityLocked(ActivityStack.java:3857)
    08-26 15:18:13.333: W/ActivityManager(822): at com.android.server.am.ActivityStack.finishActivityLocked(ActivityStack.java:3789)
    08-26 15:18:13.333: W/ActivityManager(822): at com.android.server.am.ActivityManagerService.handleAppCrashLocked(ActivityManagerService.java:8400)
    08-26 15:18:13.333: W/ActivityManager(822): at com.android.server.am.ActivityManagerService.makeAppCrashingLocked(ActivityManagerService.java:8277)
    08-26 15:18:13.333: W/ActivityManager(822): at com.android.server.am.ActivityManagerService.crashApplication(ActivityManagerService.java:9002)
    08-26 15:18:13.333: W/ActivityManager(822): at com.android.server.am.ActivityManagerService.handleApplicationCrashInner(ActivityManagerService.java:8511)
    08-26 15:18:13.333: W/ActivityManager(822): at com.android.server.am.NativeCrashListener$NativeCrashReporter.run(NativeCrashListener.java:86)
    // ---------------------------------------------------------------

    I have attached full crash log for this bugs.

    Not only in Android but I also found a bug in iOS ( iPad 2 with iOS 7 ) by reproducing in the same method. The bug result in iOS is "The plugin display nothing but black screen". ( Unfortunately, I don't have iOS log for you, but it should be not difficult for you to reproduce it in any iOS devices )

    Moreover, I'm pleased for any question or acquired information.
    Thank for your help in advance.
     

    Attached Files:

  10. Phiru

    Phiru

    Joined:
    Oct 29, 2012
    Posts:
    32
  11. pyratej

    pyratej

    Joined:
    Jul 13, 2012
    Posts:
    12
    Ahoy,

    How would one know if they have v2.0.4 or not? (The "Instructions" doc still says 2.0.0 at the top)

    I've downloaded / imported the package straight from the asset store, but i'm still getting a green texture instead of a movie on the "MobileMovieTextureTest" scene on Android (worked fine on iOS & in editor).
     
  12. metalquan

    metalquan

    Joined:
    May 4, 2013
    Posts:
    3
    HI,
    How did you create and/or convert your video file with transparency, ExplosionSplitAlpha.ogv?

    Thanks
     
  13. daro1nsan3

    daro1nsan3

    Joined:
    Sep 8, 2014
    Posts:
    1
    Hey! Reall nice tool!

    I've purchased the full version, and I'm working on a gallery of videos por android devices, is there any option for when some video stops playing it take me back to a Main Menu?

    Thanks and regards!
     
  14. ediatreyu

    ediatreyu

    Joined:
    Sep 15, 2014
    Posts:
    1
    I have installed the last version of the plugin and purchased the license, when I change from one video to another in android I get a green screen before the new video in displayed on the screen, do you know why ????
     
  15. Alex Liu

    Alex Liu

    Joined:
    Sep 16, 2014
    Posts:
    1
    your work is so great~~~~I want to ask Is there possible to play ogv theora encoded videos on a texture in your projects.
     
  16. smoggach

    smoggach

    Joined:
    Feb 13, 2014
    Posts:
    9
    I've just updated to Unity 4.5.4 and I'm trying out this demo. It works great in the editor on OSX. It does not work on PC editor (wrong dll or something). However when I attempt to link the Xcode project it fails with these errors:

    Undefined symbols for architecture armv7:

    "_UnityRenderEvent", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_SetPostProcessingLevel", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_OpenStream", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetNativeCbHandle", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_HasFinished", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_Seek", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    (maybe you meant: __ZNSt15basic_stringbufIcSt11char_traitsIcEN3Alg13UserAllocatorIcEEE7seekoffExSt12_Ios_SeekdirSt13_Ios_Openmode, __ZN4FMOD27FMOD_OggVorbis_SeekCallbackEPvxi , __Z17FMOD_OS_File_SeekPvj , _ves_icall_System_IO_MonoIO_Seek , _FMOD_Sound_SeekData , _FT_Stream_Seek )

    "_GetYStride", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetYHeight", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetUploadedFrameTime", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetTargetDecodeFrameTime", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetPicY", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_CloseStream", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetPicX", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_SetTargetDisplayDecodeTime", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetNativeYHandle", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetUVStride", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetNativeCrHandle", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetDuration", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_UnitySetGraphicsDevice", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_CreateContext", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    (maybe you meant: _CreateContext_UnityCallback)

    "_GetUVHeight", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetNativeTextureContext", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetDecodedFrameTime", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetPicWidth", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetAspectRatio", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_DestroyContext", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetPicHeight", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "_GetVideoFPS", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    ld: symbol(s) not found for architecture armv7

    clang: error: linker command failed with exit code 1 (use -v to see invocation)

    anyone know how to fix this? (it's the only thing currently stopping me from purchasing this plugin)
     
  17. xiaoshurenjia

    xiaoshurenjia

    Joined:
    Mar 27, 2014
    Posts:
    2
    I meet the same issue with you. and here is what i have done, which make my project works well.
    on the player setting, uncheck the item of "Use Direct3D 11*"
    upload_2014-9-23_11-49-27.png
    hope this will help you
     
  18. PoulpyBlast

    PoulpyBlast

    Joined:
    Jul 30, 2014
    Posts:
    3
    Didn't work :(
    Anyway, thanks for answering, I'll keep trying this way
     
  19. borr

    borr

    Joined:
    Jan 22, 2014
    Posts:
    10
    We are using your plugin version 1.1.4. for iOS with Unity 4.5.4, when our project started on iOS-8/7 it's work fine, but it doesn't work on iOS-6, in the degug console we have:

    GLES20: Color Space/YCrCbtoRGB Split Alpha:

    GLES20: vprog textures are used, but not supported.

    Warning: Creation of shader 'Color Space/YCrCbtoRGB Split Alpha' failed.WARNING: Shader Unsupported: 'Color Space/YCrCbtoRGB Split Alpha' - Pass '' shader state not supported
    WARNING: Shader Unsupported: 'Color Space/YCrCbtoRGB Split Alpha' - Setting to default shader.
    GLES20: Color Space/YCrCbtoRGB:
     
    Last edited: Sep 25, 2014
  20. vuong_vin

    vuong_vin

    Joined:
    Sep 17, 2014
    Posts:
    18
    Seem MobileMovieTexutre dont run on Unity4.6beta, right? Just Green Screen and dont see "StreamingAssets" folder
     
  21. jordanseiler

    jordanseiler

    Joined:
    Apr 17, 2013
    Posts:
    4
    Did you ever get this issue resolved? I am having the exact same problems and am unfamiliar with C#
     
  22. jordanseiler

    jordanseiler

    Joined:
    Apr 17, 2013
    Posts:
    4
    is there any way you could let me know how to define a property for playAutomatically in the MMT class? I am having the same issue as ciooong and know little about c#. very sorry to even ask.
     
  23. LealLeandro

    LealLeandro

    Joined:
    Oct 2, 2014
    Posts:
    2
    Hello,

    Our team is having trouble with multiple instances of MMT, and as far as we could notice the problem is a bad memory access from the DLL when it is not totally unloaded.

    Is there a way to receive a message from the DLL when it is fully unloaded and the memory is free to start another thread?
     
  24. LealLeandro

    LealLeandro

    Joined:
    Oct 2, 2014
    Posts:
    2
    Complementing, the end of the log error:

    oggz_..._granuleshift: serialno 0075526660 Got frame 130 (129 + 1): 7222 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 131 (129 + 2): 7277 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 132 (129 + 3): 7333 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 136 (129 + 7): 7555 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 133 (129 + 4): 7388 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 134 (129 + 5): 7444 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 135 (129 + 6): 7500 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 136 (129 + 7): 7555 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 140 (129 + 11): 7777 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 137 (129 + 8): 7611 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 138 (129 + 9): 7666 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 139 (129 + 10): 7722 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 140 (129 + 11): 7777 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 144 (129 + 15): 8000 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 141 (129 + 12): 7833 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 142 (129 + 13): 7888 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 143 (129 + 14): 7944 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 144 (129 + 15): 8000 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 148 (129 + 19): 8222 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 145 (129 + 16): 8055 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 146 (129 + 17): 8111 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 147 (129 + 18): 8166 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 148 (129 + 19): 8222 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 152 (129 + 23): 8444 units
    oggz_..._granuleshift: serialno 0075526660 Got frame 149 (129 + 20): 8277 units
    oggz_..._granuleshift: serialno Unity(21081,0xb07ca000) malloc: *** mach_vm_map(size=2325585920) failed (error code=3)
    *** error: can't allocate region
    *** set a breakpoint in malloc_error_break to debug
    Receiving unhandled NULL exception
    Launching bug reporter
    Obtained 14 stack frames.
     
  25. ASubtitledDeath

    ASubtitledDeath

    Joined:
    Sep 18, 2012
    Posts:
    2
    Does anyone have a good technique for syncing audio to with this video playback?
     
  26. thanhdanang

    thanhdanang

    Joined:
    Sep 10, 2014
    Posts:
    2
    My team will buy one MMT. But could you comfirm some function can do with mmt.

    - can i apply multi video on 1 project?
    - can i modify and apply seperate mmt for once plane?

    Thanks and Best.
     
  27. dukester

    dukester

    Joined:
    Nov 7, 2012
    Posts:
    14
    Hi Dan,

    I've successfully published a game using MMT v1.1.7 on PC and Mac.
    Now it's time to go mobile and I've downloaded the newest version of MMT (2.0.4).

    I have a problem similar to gkazamias here:
    http://forum.unity3d.com/threads/mobile-movie-texture.115885/page-14#post-1691174
    and borr a little further up this page.

    Namely the following happens:
    - iPad 1 iOS 5 : pink instead of video
    - iPhone 4 iOS 7 : normal video
    - iPhone 5 iOS 6 : pink
    - iPhone 5S iOS 7 : normal

    Looks like any device with iOS prior to 7 is not playing the videos correctly.

    Could any one please confirm that they got the videos playing on iOS 6 or earlier using MMT 2.0.4?
     
  28. detomato

    detomato

    Joined:
    Aug 16, 2013
    Posts:
    54
    Guess MMT is not supported anymore in this forum? Its a shame really.
     
  29. Phiru

    Phiru

    Joined:
    Oct 29, 2012
    Posts:
    32
    I got a problem with playing movie on android.
    The log says "Unable to find theorawrapper" Do I have to do something to work it out?
     
  30. smoggach

    smoggach

    Joined:
    Feb 13, 2014
    Posts:
    9
    Yeah seriously. All they need to do is provide a little support and so many more would purchase their plugin.
     
  31. denisb

    denisb

    Joined:
    Oct 10, 2014
    Posts:
    3
    I have been trying your plugins, and I was wondering if it is possible to have multiple plane with different video playing on them.

    So I have a scene with 2 planes, and 1 GameObject with MMT component on it, both planes have the material Movie, same for the MMT, and the movie play on both planes. If i have a different material for each plane then I can play a video on a specific plane, but thats a weird way of doing things i think. Is there a way to specify which plane we want the movie to be played on?
     
  32. eskiroy

    eskiroy

    Joined:
    May 9, 2014
    Posts:
    11
    I have been trying to put MMT and Kamcord into the same app and there seemed to have a conflict between the 2 plugins and was unable to compile in XCode... Anyone else had a similar problem and was able to find a way to resolve?
     
  33. yashesh

    yashesh

    Joined:
    Jan 11, 2013
    Posts:
    10
    Hello,

    I want to play video from my Android device SD Card with MMT. SO can you please guide me about how can i play video from SD card ?

    Thank you.
     
  34. borr

    borr

    Joined:
    Jan 22, 2014
    Posts:
    10

    Look at YCrCbtoRGBSplitAlpha .... YCrCbtoRGB....
    uncomment from 1 to 62 line comment 66 to 315 line

    and your problem be solved
     
  35. TheFuntastic

    TheFuntastic

    Joined:
    Feb 11, 2013
    Posts:
    17
    Disabling DirectX 11 worked for me on windows (solved pink texture problem)
     
  36. tcossairt

    tcossairt

    Joined:
    Dec 5, 2013
    Posts:
    129
    Our team is also seeing the same crash bug (Android only so far) as iTris666 and Adawat.SST. Is there any fix or workaround? It occurs more the more a player plays our game (and sees more movies)

    Same stacktrace as them:
    BackTrace: (From Samsung Galaxy S4)

    I/DEBUG ( 265): backtrace:

    I/DEBUG ( 265): #00 pc 000a15b4 /system/vendor/lib/egl/libGLESv2_adreno.so (oxili_tile_texture+1363)

    I/DEBUG ( 265): #01 pc 0007a92d /system/vendor/lib/egl/libGLESv2_adreno.so (rb_texture_update_hw_subimage+4588)

    I/DEBUG ( 265): #02 pc 0007b311 /system/vendor/lib/egl/libGLESv2_adreno.so (rb_texture_loadsubimage+56)

    I/DEBUG ( 265): #03 pc 0005a049 /system/vendor/lib/egl/libGLESv2_adreno.so (TexSubImageLoad+276)

    I/DEBUG ( 265): #04 pc 0005a265 /system/vendor/lib/egl/libGLESv2_adreno.so (core_glTexSubImage2D+220)

    I/DEBUG ( 265): #05 pc 00039edf /system/vendor/lib/egl/libGLESv2_adreno.so (glTexSubImage2D+50)

    I/DEBUG ( 265): #06 pc 00002a44 /data/app-lib/com.company.game-1/libtheorawrapper.so

    I/DEBUG ( 265): #07 pc 00003eb4 /data/app-lib/com.company.game-1/libtheorawrapper.so (UnityRenderEvent+480)

    I/DEBUG ( 265): #08 pc 00002414 <unknown>
     
  37. KleinDevelop

    KleinDevelop

    Joined:
    Oct 29, 2014
    Posts:
    1
    Hi everyone.

    Playing a movie using the MMT, when to download and extract in the background,
    Since the movie playback is slow, increasing the buffer for playback than to alleviate the symptoms, I believe.

    Method of increasing the buffer for playback, or will there.

    Thank you.
     
  38. dukester

    dukester

    Joined:
    Nov 7, 2012
    Posts:
    14
    Wow. Thank you so much. It worked.
    I only just saw your reply. For some reason, the forum stopped emailing me responses in this thread.
    Is this somewhere in the docs or did you find it by experiment?
    If it's not in the docs, it should be (and in a big font).

    Just to be clear, I did these changes in the older version (1.1.7). The new version's shader doesn't have the commented out code. Although, now that I look at it, the new version looks extremely similar to the old commented part. I wonder why it isn't working.

    Oh, well, the most important part is that at least one of the versions is now working.
    Thanks again.
     
    Last edited: Oct 29, 2014
  39. Synapz

    Synapz

    Joined:
    Oct 2, 2014
    Posts:
    16
    Hello,

    I would like to buy the plugin but i have some issues with the demo version.
    When i attach an alpha movie to the rgb movie same as the alpha demo in the plugin and then make it play with vuforia it workes fine. but when i want to play it from ipad i only see certain frames. the movie is terribly shocky.
    i also can't play the movie in unity.

    so when i dial down the resolution a lot then my movie appears as playable in unity. and it also worked at my ipad.
    the only thing is that it is pixelated now.
    is there a standard resolution for the alpha format? and is there a max resolution as well?

    my other question is that i have put in a audio source and put in the mp3 file that belongs to the movie.
    when i play this with vuforia on my ipad ( i have video looped) the first time it isn't synced but the second time it playes it is synced. is there something i can do with this?

    is there a way i can sync sound from the start?

    Im kinda at a dead end here and ive seen great result with this plugin so i know its doable.

    Thanks in advance,
     
  40. tcossairt

    tcossairt

    Joined:
    Dec 5, 2013
    Posts:
    129
    UPDATE: This bug has crept back up. Apparently my POT fix didn't really fix it and its happening again with latest Mobile Movie Texture update and QA testing. :-(

    Solution to the crash described below!!! I never heard from the developers but after hours of testing we determined this was occurring only on our Samsung Galaxy S4 with Adreno GPU's and when playing non-square non-power of two sized movies. By converting all movies to 512x512 we no longer seem to see this error. Hopefully this works for everyone else!

     
    Last edited: Jan 27, 2015
  41. Fieromuso

    Fieromuso

    Joined:
    Apr 19, 2013
    Posts:
    1
    I'm sorry if I repeat an already answered question but I've read the comment from gkazamias
    ( http://forum.unity3d.com/threads/mobile-movie-texture.115885/page-14#post-1691174 )
    then the one from dukester
    ( http://forum.unity3d.com/threads/mobile-movie-texture.115885/page-15#post-1802123 )
    and finally the one from borr
    ( http://forum.unity3d.com/threads/mobile-movie-texture.115885/page-15#post-1816485 )

    Did I get this wrong or is it working with Unity Free 4.5 ?
    Older comments and links seems to mention it is not possible, so I'm a bit confused! :/
     
  42. aryaBasu

    aryaBasu

    Joined:
    Aug 15, 2012
    Posts:
    5
    I am trying out the MMT v2.0 on Unity 5.x and I am getting the OpenGLES error 0x0502 error.
    How can I resolve this?

    P.S. I am using an iOS device.

    Kindly help!
     
    Last edited: Nov 24, 2014
  43. oldbushie

    oldbushie

    Joined:
    Mar 30, 2012
    Posts:
    24
    I'm having trouble getting this to work in Linux. All I get is a black screen. Any ideas?
     
  44. andsynchrony

    andsynchrony

    Joined:
    Jun 25, 2013
    Posts:
    2
    I'm having trouble getting the demo to work with Android. I tried Unity 4.6, then rolled back to 4.5.5f1. In-editor works, Android only shows green texture (also in the examples).
    Is this problem restricted to the demo?
     
  45. ultraschall

    ultraschall

    Joined:
    Feb 14, 2013
    Posts:
    30
  46. Entity3Limited

    Entity3Limited

    Joined:
    Jan 10, 2012
    Posts:
    21
    I have tested an X86 build on an ACER Iconia Tab 8. Which runs an X86 version of android.
    This plugin will not work on the device. The apk will not even load to the Unity splash screen.
    Can you offer any advice of a fix for X86?
     
  47. SoylentGraham

    SoylentGraham

    Joined:
    Nov 12, 2013
    Posts:
    46
    I'm also trying to get this to work (Unity 4.5.5p1 and 4.6.1.f1 on a note4) and just getting a green screen (I also get a crash when either this or the OVR mobile sdk tries to access the gl context, but that's another issue)

    I notice the plugin is setting up the android device as a GLES2.0 device. I've tried changing unity's settings to exclusively use that instead of GLES3.0, but no help there... There's a core_glTexSubImage2D:575: GL_INVALID_OPERATION trace which might suggest the demo app is trying to read/write to different texture formats...
     
  48. SoylentGraham

    SoylentGraham

    Joined:
    Nov 12, 2013
    Posts:
    46
    For anyone struggling and need this kinda functionality (I can't find any plugins that work atm), I've started a unity c# script to decode a video with MediaExtractor/MediaCodec (using the Java bindings). It's not finished (got up to decoding), but can't work on this today...
    Hope this helps someone (feel free to contribute changes)
    https://github.com/SoylentGraham/UnityAndroidVideoTexture/blob/master/Assets/MediaCodec.cs

    As for Dan (thread owner) I'm happy to delete this post if support comes back :)
     

    Attached Files:

  49. erang

    erang

    Joined:
    Nov 28, 2014
    Posts:
    2
    Disabling Direct3D 11 solved the pink texture problem for me too,
    *BUT*
    it causes the whole Unity workspace to flicker and the content of windows in the workspace get really messed up. (On Windows 7)
    Anyone else getting this? If Direct3D 11 is disabled, what does it use instead? Direct3D 9 or OpenGL or what?

    Thanks
     
  50. parthdarji

    parthdarji

    Joined:
    Jun 30, 2012
    Posts:
    14
    I'm getting the same issue. Can you please tell me which files you copied?