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[Released] AVPro Video - complete video playback solution

Discussion in 'Assets and Asset Store' started by AndrewRH, Feb 12, 2016.

  1. AndrewRH

    AndrewRH

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    [​IMG]
    Latest Version 1.5.25 - Released 20 February 2017

    Powerful cross-platform video playback solution for Unity.

    Native video playback on Android, iOS, macOS and tvOS (Apple TV), WebGL, Windows, Windows Phone and UWP.

    Features include:
    • One API for video playback on all supported platforms
    • Unity Pro 4.6 - 5.x supported
    • 8K video (on supported hardware)
    • VR Support (mono, stereo, equirectangular and cubemap)
    • Transparency support (native and packed)
    • Subtitles support (external SRT)
    • Fast flexible video playback
    • In-editor playback support for Windows and macOS
    • Free watermarked trial version available
    • Components for IMGUI, uGUI and NGUI
    • Easy to use drag and drop components
    • Linear and Gamma colour spaces supported
    • Fast native Direct3D, OpenGL and Metal texture updates
    • Graceful fallback in editor
    • Streaming video from URL (when supported by platform)



    Downloads, documentation, videos etc available on our web page

    Download the free Unity package HERE


    [​IMG]
    AVPro Video was nominated for the
    Unity Awards 2016 Asset Store Award


    We would love to hear your feedback.
    Email unitysupport@renderheads.com or reply to this thread.

    Asset Store Links:

    AVPro Video (all platforms in one package)

    Per-platform:

    We also offer per-platform assets for developers that don't need all of the platforms. The per-platform releases still contain plugins for the other platforms, they're just watermarked. So for example if you get the Android version, it still comes with the iOS, macOS, Windows, Windows Phone, UWP and tvOS plugins they'll just display a watermark over the videos.

    AVPro Video for Android
    AVPro Video for iOS
    AVPro Video for tvOS
    AVPro Video for macOS
    AVPro Video for Windows


    Thanks,​
     
    Last edited: Feb 20, 2017 at 4:09 PM
    TooManySugar likes this.
  2. AndrewRH

    AndrewRH

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    Beta released today :)
     
  3. AndrewRH

    AndrewRH

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    New video showing the included demos:
     
  4. AndrewRH

    AndrewRH

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    New video showing video playback on iOS and Android devices :)
     
  5. xtopher

    xtopher

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    Very cool!

    Could you post a more complete version or example of how to use and script the OnVideoFinished event, please?
     
  6. AndrewRH

    AndrewRH

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    Sure we'll do that :) There is some code in the documentation that show you how to basically use it, but an extra sample never hurt anyone :)
     
  7. Crazydadz

    Crazydadz

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    Hi @AndrewRH, nice plugin! We want to know how much will it cost? Thank you
     
  8. AndrewRH

    AndrewRH

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    We have submitted to the Asset Store and are just waiting for them to review it now. The plugin for all platforms (Android, iOS, tvOS, OS X and more soon) will be $450 while individual platforms will be $150. If you already own one of our other video plugins (AVPro Windows Media or AVPro QuickTime) then there will be a discounted upgrade option
    available ($300 for the full package, $100 per platform).

    Thanks,
     
  9. Crazydadz

    Crazydadz

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    Thank you. We are investigating to see if we can live stream hd video on ios and android. In your doc, it says "Streaming video from URL (when supported)". What does it means exactly?
     
    Last edited: Mar 3, 2016
  10. Tom-Goethals

    Tom-Goethals

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    I'm developing a 360 video cardboard experience (iOs, Android) and Samsung Gear VR.
    I'm now using EasyMovieTexture but want something a bit more supported/stable and with decent documentation.

    I'm now able to (badly and with constant crashes) preview the content in an Oculus Rift. and publish to both platforms using EasyMovieTexture. Will i be able to do the same thing with this? (minus the crashes :) )
    [edit: tried the demo version, preview on WindowsDesktop falls back to a 2 frame placeholder video, bummer!]

    I've also used AV Pro Windows Media for the desktop version and i'm very happy with the stability and performance there.
    Ideally i would have only 1 API for both windows desktop (Oculus) and mobile so.. IF the above is possible AND the windows version is right around the corner I would be super happy!

    So to summarise:
    Can i use the VR supported player setting and preview in IDE using Oculus? [edit: appears not at this moment]
    Is the Windows Desktop version right arround the corner? [edit: fixing the above i guess]

    I'm guessing this will eventually replace the other plugins? (AVPro Windows Media or AVPro QuickTime)
     
    Last edited: Mar 3, 2016
  11. theobject

    theobject

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    One question: how does this differ technologically from your AvPro Quicktime plugin? Does this have hardware decoding on OSX?
     
  12. AndrewRH

    AndrewRH

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    Some platforms have native support for streaming from URLs. This isn't something we have tested greatly in the initial release and we're be focusing more on this in the next update. That being said, the basic streaming stuff is in there, so you can try it out just by entering an HTTP URL into the path field. I don't yet have details on which platforms support it but we'll improve the documentation on the next round. Feel free to test it in the trial version. Thanks,
     
    Crazydadz likes this.
  13. AndrewRH

    AndrewRH

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    Yes, AVPro QuickTime is based on the very old QuickTime libraries which has various problems (besides being old), such as lack of 64-bit support. The new library is written to support many platforms and for OS X it uses the modern AVFoundation library to support media playback.

    Hardware acceleration for decoding is one other feature that makes this better. If the machine supports hardware decoding of the specific format then it will make use of it. H.264 is the most common format with hardware decoding support.

    Thanks,
     
  14. AndrewRH

    AndrewRH

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    Hi Tom,

    Yes the Windows version is in the works. We already have a beta version internally but it needs more work to make it public. It already has some nice hardware decoding ability :)

    Yes our plan is to have a single API and single components for cross-platform video system. This is already the case with AVPro Vide for OS X desktop, iOS, tvOS and Android :) Windows is coming next, but it will be after the intial 1.0.0 release.

    It should replace the other plugins eventually but there are still a lot of people using these plugins so we will continue to support them for some time. Also AVPro Windows Media in particular has a lot of neat features that probably won't make it into AVPro Video as they are very niche.

    Thanks for the feedback. Feel free to email us if you have any more suggestions etc.
     
  15. Tom-Goethals

    Tom-Goethals

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    Thanks Andrew! Looking forward to it showing up in the Asset Store.

    Is there a way to play video straight from the SD card? as opposed to putting them in the streamingAssets. On a samsung phone i'm guessing the path should be something like this. But i'm not getting anything to show up. file:///sdcard/Oculus/360 videos/myMovie.mp4

    Thanks
     
  16. AndrewRH

    AndrewRH

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    Yup we're adding this feature in the new version (coming out any day now). In that old trial version only loading from StreamingAssets folder was supported...
     
  17. AndrewRH

    AndrewRH

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    Version 1.0.0 has been released on the asset store :)

    We already have great news about version 1.1.0! In a day or so we will release the update and it has some great new features:
    • Windows support!
      In-editor and standalone video playback in Windows
    • Much improved UI
      Very pretty and useful :)
    • Stereo (top-bottom / left-right) VR 360 degree video support
      We're even doing this in a single shader so it's only 1 draw call, you don't need to set up 2 cameras to render each eye!
    • Absolute file paths
      Load videos from anywhere (not just StreamingAssets folder), including sdcard etc
    • Per-platform overrides
      Specify different video files per platform
    Thanks,
     
  18. xtopher

    xtopher

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    Wondering if you can help... I'm using AVPro (which is great, btw!) to make an Android build. But video playback breaks after splitting the app into .apk and .obb files! I assume this is because the path to the file is broken? Our audio is separate from the movie and is playing back, so I know there is a way to bridge this. Can you help me out with this? Thanks
     
  19. nikokoneko

    nikokoneko

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    Hi, I downloaded the trial version from your website, and while the demos work in Unity Editor (OSX), they still don't work when building OSX standalone (an orange AV logo loop being displayed instead of the video). Does the plugin support OSX standalone in a first place, and if so, is there a trial version we can try? Or maybe I'm doing something wrong and the trial should already work on OSX? Thanks!
     
  20. Tom-Goethals

    Tom-Goethals

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    Version 1.1.0 sounds awesome! looking forward to it. In the mean time happy customer for 1.0.0. Congrats on the release.
     
  21. xtopher

    xtopher

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    Do you guys have a full scripting reference somewhere? The examples/reference in the "AVProVideo-UserManual.pdf" are pretty thin and occasionally vague. We really need this to make the mouse of this plug in in our projects. And please don't assume we are all expert level programmers when you write it! Technical artists write plenty of scripts too!
     
  22. AndrewRH

    AndrewRH

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    Hi xtopher,

    This will be fixed in the 1.1.0 release which is coming out very very soon (hopefully today) :)

    Thanks,
     
    xtopher likes this.
  23. AndrewRH

    AndrewRH

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    We don't yet, but we're in the process of making it. Feel free to ask scripting questions here in the meantime. Also if we can get an idea of which areas are tricky we can add a new demo scene which shows that specific scripting issue.

    Thanks,
     
  24. AndrewRH

    AndrewRH

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    Hi nikokoneko,

    Yes it should totally work on OS X. I think sometimes it gets confused about which platform you're building. Try going to your Build Settings and hit the "Switch platform" button with another platform selected, then switch back to your target platform. Hopefully that will do it.
    Thanks,
     
  25. xtopher

    xtopher

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    I would like to see a full example of how and where you implemented the on finish event for the end of movie playback. That would be most helpful. Thanks.
     
  26. AndrewRH

    AndrewRH

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    Hi xtopher,
    No problem. In v1.1.0 (to be released today) the event system has actually changed slightly and it now works like this:

    Code (CSharp):
    1.  
    2. // Add the event listener (can also do this via the editor GUI)
    3. MediaPlayer mp;
    4. mp.Events.AddListener(OnVideoEvent);
    5.  
    6. // Callback function to handle events
    7. public void OnVideoEvent(MediaPlayer mp, MediaPlayerEvent.EventType et)
    8. {
    9.     switch (et)
    10.     {
    11.         case MediaPlayerEvent.EventType.ReadyToPlay:
    12.             mp.Control.Play();
    13.             break;
    14.         case MediaPlayerEvent.EventType.FirstFrameReady:
    15.             Debug.Log("First frame ready");
    16.             break;
    17.         case MediaPlayerEvent.EventType.FinishedPlaying:
    18.             mp.Control.Rewind();
    19.             break;
    20.     }
    21.  
    22.     Debug.Log("Event: " + et.ToString());
    23. }
    24.  
    So this code takes a MediaPlayer instance and uses the Events property to add a Listener method that gets called when events happen. This method is a local public method in the class. You can also hook up the event system via the GUI by adding your function to the Event list in the MediaPlayer component in the Unity Inspector.

    This method has to take 2 parameters, the first is the MediaPlayer (so you know which media player the event came from) and the second is the EventType. Then you simply read the event and handle it as you want to.

    In the new version we have added a script to the VideoControls demo that receives messages such as FinishedPlaying so you can see how it's done.

    I hope that clears things up. I think the early version had some issues with the events so that could also be why it wasn't making sense.
     
    xtopher likes this.
  27. AndrewRH

    AndrewRH

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    Quick update about AVPro Video. Version 1.1.0 with all the lovely new features and improvements is a bit delayed but we're trying to get it out today. It takes a while when you have 5 platforms to test ;)
     
  28. AndrewRH

    AndrewRH

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    After much work and testing, Version 1.1.0 of AVPro Video has just been submitted to the Store!

    Changes include:
    • Windows support!
    • Lat-long stereo top-bottom and left-right video support for VR
    • Per-platform file path overrides
    • Absolute and relative path loading support added
    • Android loading from OBB support added
    • Workflow improvements
      • Added browse button
      • Added recent file list
      • Added relative folder support
      • Improved MediaPlayer UI, including preview in editor
    • Created a scripting class reference
    • Improved documentation
    • Fixed Linear colour space support in Windows
    • Fixed shutdown and memory freeing
    • Various bugs fixed
    Hopefully the store won't take too long to process this update, but if you can't wait you can always download the updated demos and trial version from our website here
     
    xtopher likes this.
  29. sevensails

    sevensails

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    Does it supports Videos with Alpha Blending (for transparent areas)? How does this works across multiple platforms and video formats?
     
  30. Ben-BearFish

    Ben-BearFish

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    @AndrewRH Is there planned support for WebPlayer or WebGL?
     
  31. AndrewRH

    AndrewRH

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    Hi Ben BearFish,

    We can't add WebPlayer support as the WebPlayer is unable to use native plugins such as ours. WebGL is an interesting idea. I though video was already handled by the browser, but upon further reading I see it isn't done automatically. I think WebGL support is an interesting idea, but it is not the main purpose of this plugin. I could be handy though, so I will add it to the list and perhaps we will see it a version soon.

    Thanks,
     
  32. AndrewRH

    AndrewRH

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    Hi Wagenheimer,

    Unlike our other plugins (AVPro Windows Media and AVPro QuickTime) which support codecs with transparency (such as Animation, Hap, Lagarith etc), AVPro Video doesn't yet have this feature. This is mainly because none of the modern codecs support transparency natively. We plan to add some features though to allow transparency in the next update, such as left-right or top-bottom transparency and also chroma-keying. If you would like to know more about this let me know.

    Thanks,
     
  33. silentslack

    silentslack

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    Hi,

    Just experimenting with AVProVideo with VR. I have a stereoscopic top-to-bottom video. I only need to use single camera (using Unity native VR mode) and the 'InsideSphere' shader with the stereo variable set? How about the UpdateStereoMaterial script?

    Thanks!
     
  34. AndrewRH

    AndrewRH

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    Hi silentslack!

    Yes you need to use the UpdateStereoMaterial script as well. This script is very important for stereo visuals as it tells the material what the current camera position is each frame. It uses this to work out whether the VR system is currently rendering the left or right eye. I hope that helps!

    Thanks,
     
  35. Tom-Goethals

    Tom-Goethals

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    Hi Guys,

    Updated to 1.1.0 and have a few issues.

    On windows 7 the IDE preview does not seem to work, it works fine however on Win10. (although the video is upside down, but need to investigate more if that is not my fault) There are no errors on Win7 just no video is running, no texture updates and no audio.

    When i try to build for Android I get the following message. "unable to convert classes into dex format", attached the error log.
    [EDIT: Appears the file zip_file.jar was causing it, probably a remnant from a previous plugin. So non issue]
     

    Attached Files:

    Last edited: Mar 14, 2016
  36. AndrewRH

    AndrewRH

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    Hi Tom,

    Is the Android version working now?

    Windows 7 isn't yet supported (Windows 8 is the minimum requirement). Except support for Windows 7 in the next update.

    Thanks,
     
  37. Tom-Goethals

    Tom-Goethals

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    yes yes, android was my bad, had an old jar file in the plugins folder that conflicted. Awesome to hear about Win7 support. Thanks!
     
  38. Robota

    Robota

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    Hi, I need to read video on iOS but I also need to dynamically play mp3 files.
    By dynamically, I mean loaded from the shared folder. Is it possible with AVPro Video ?
    Thanks.
     
  39. AndrewRH

    AndrewRH

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    Hi Robota, nice profile pic :)
    Currently if you try to play audio files it will not do anything. The underlying code is capable for playing mp3 files but this isn't something we have focused on for the early releases. We will add this feature for the next release. For now it should work if you simply had your audio inside tiny (4x4) videos files and simply didn't display them. That's the best we have for now until the fix for this comes out.

    Thanks,
     
  40. Robota

    Robota

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    Ok, finally I made my own iOS plugin to do it.
    Thanks for the quick reply!
     
  41. Satari

    Satari

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    Hello,

    i'm trying to play a 4k video with 60 fps ( http://bbb3d.renderfarming.net/download.html - Standard 2D 4K, Quad-Full-HD (3840x2160), 60 fps) in Unity with the AVPro Video plugin. I'm using the demo version and right now the video is stuttering and has long lags (1-2 seconds) and some pixel artifacts. I've read in the documentation that the watermark can maybe cause this.
    Does the watermark really cause some huge lags and the stuttering of the video? I also tried it on a high end machine and with differenten quality settings in unity.

    Thanks
     
  42. AndrewRH

    AndrewRH

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    Hi thanks for the question. We have continued this conversion via email. The watermarking shouldn't really cause much change in performance though. Thanks,
     
  43. jeroenvdv

    jeroenvdv

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    Great great great! How about (hardware) HAP support? ;) Would also support ALPHA...
     
  44. Akakama

    Akakama

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    Hello!

    I'm trying to build an Android app fo Galaxy S6 (5.1.1), but video doesn't appear :( I try demo scenes and there is sound from video there but meshes (cubes from ex) are white. The same is with 360 sphere.
    In Demo_Videocontrols it shows Dimensions 0x0 and Time /0.0s
    In Unity Editor everything is ok.
    What can i do wrong?
    Thanks.
     
    Last edited: Mar 21, 2016
  45. dmarkwith

    dmarkwith

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    I am trying to activate my paid module. I have tried closing Unity, removing all files and doing a re-import with no success. I have also started a new project and imported but I still get the water mark. What am I missing here. Even though I paid did it still download the trial version?I have followed all steps and cannot get this to work.
     
  46. lucased

    lucased

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    +1 for alpha
     
  47. AndrewRH

    AndrewRH

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    Hardware Hap with Alpha is coming :)
     
  48. AndrewRH

    AndrewRH

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    It's coming soon :)
     
  49. AndrewRH

    AndrewRH

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    Hi,

    That is very strange. It should certainly work..
    You're importing from the asset store right?
    Which platform are you using and which AVPro package did you purchase?

    Thanks,
     
  50. Tom-Goethals

    Tom-Goethals

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    When you enable Multitthreaded Rendering the texture updates stop working. The sound still plays.
    I'm testing on Samsung Galaxy S6 and Note4 using Gear VR.