RenderHeads / UnityPlugin-AVProVideo

AVPro Video is a multi-platform Unity plugin for advanced video playback
https://www.renderheads.com/products/avpro-video/
236 stars 28 forks source link

FB360 encoded .mkv files not playing on Windows 10 or Quest 2 #614

Closed FredrikHa closed 3 years ago

FredrikHa commented 3 years ago

As title says. Started a clean Unity project and imported a video file encoded from FB360 Encoder to the "Streaming Assets" folder. When trying to load the files Unity gives me the error: [AVProVideo] Error: Loading failed. File not found, codec not supported, video resolution too high or insufficient system resources. The .mp4 video file I use as the input to FB360 Encoder plays fine in the Editor and in the Quest 2. But not the .mkv file from FB360 Encoder.

Using the new v2.0 AVPro Video version, the .mkv file worked on AVPro Video v1.x.

I have also tried this: https://github.com/RenderHeads/UnityPlugin-AVProVideo/issues/596#issuecomment-771606090

Setup:

image

image

image

Ste-RH commented 3 years ago

What version of AVPro Video 2.0.4 are you using? (Trial, Core, Ultra)

FredrikHa commented 3 years ago

Using Core Android Edition and Core Windows Edition

Ste-RH commented 3 years ago

I am afraid that spatial audio is not a feature of the Core edition (see here)

FredrikHa commented 3 years ago

I saw that after I purchased the Android and Windows Edition. Since AVPro v1.x had it included, I tought this one also did...

Does spatial audio work in trail edition?

Ste-RH commented 3 years ago

It indeed does. The trial version is based on the Ultra edition so developers can trial all features.

FredrikHa commented 3 years ago

Same issue. Started a new clean Unity project (2020.2.2f1), added the "UnityPlugin-AVProVideo-v2.0.5-Trial" package.

Only thing I've done is replacing the path. image

Same error as before: [AVProVideo] Error: Loading failed. File not found, codec not supported, video resolution too high or insufficient system resources.

Ste-RH commented 3 years ago

Is this on Windows, Android, or both?

FredrikHa commented 3 years ago

This is on Windows, building on Quest 2 as we speak.

Ste-RH commented 3 years ago

Cool, thanks...that is what I was going to ask if you could do :)

FredrikHa commented 3 years ago

Same on issue on my Quest :/

Ste-RH commented 3 years ago

Have you tried the original v1 FB360 mkv video?

Can you send your video over to unitysupport@renderheads.com? I have a Quest 2 to hand, so can test it here.

FredrikHa commented 3 years ago

Same error on the "FantasyStereoFB360.mkv" file from v1.

I've sent the video over now :) Thanks!

Ste-RH commented 3 years ago

Awesome, thanks.

We will look into it and get back to you.

Ste-RH commented 3 years ago

Can you post or email over a logcat dump please @FredrikHa?

Ste-RH commented 3 years ago

Scrap that. I think I know what the issue is. On Android it is simply an access permission issue. You can find the steps to fix this here.

Small note on the path. It doesn't have to be file:///sdcard/etcetcetc/myVideo.mkv, it can be /sdcard/etcetcetc/myVideo.mkv (on the Quest 2).

Ste-RH commented 3 years ago

RE Windows, we are still looking into this one. I think this might be a genuine bug. Stand by!

FredrikHa commented 3 years ago

Scrap that. I think I know what the issue is. On Android it is simply an access permission issue. You can find the steps to fix this here.

Small note on the path. It doesn't have to be file:///sdcard/etcetcetc/myVideo.mkv, it can be /sdcard/etcetcetc/myVideo.mkv (on the Quest 2).

As I mentioned in the description at first, I have already tried that one :/ No problem with path referencing with the .mp4 files.

Ste-RH commented 3 years ago

Ah yes, sorry...missed that.

Will need the logcat output then :) Because your video plays back just fine here on the Quest 2 (same version of Unity using the latest trial version v2.0.5 - there were no Android changes from v2.0.4 though).

FredrikHa commented 3 years ago

Ahh, so strange. Then the .mvk is not corrupt then :) Sendt the logcat via email now.

Ste-RH commented 3 years ago

As an update on this issue:

Whilst we are awaiting confirmation still, the Android issue was reproduced and fixed by setting the correct 'Audio Output' (to 'Facebook Audio 360') and the Quest 2 appears to need a reboot should (possibly) hardware decoders get locked. We have seen this on other Android devices and can only put it down to 'the stresses of continual development' that require devices to be rebooted periodically.

Windows is a genuine bug that we will be fixed in the v2.0.6 release.

FredrikHa commented 3 years ago

I can confirm that it runs perfectly on my Quest 2 now 👌🏼 Looking forward to the Windows bug fix in the future.

Thanks @RenderHeadsSte!

Ste-RH commented 3 years ago

This should be fixed on Windows now in v2.0.6. Please do let us know @FredrikHa if you get chance to update and test.

FredrikHa commented 3 years ago

Works great! Thanks :)

Tested using Unity 2020.2.2f1, Windows 10.