Closed kentbarber closed 6 years ago
Yes it should work. Just tested in 2018.1.6f1
Did you try checking the box Save token with object
?
If you're not sure, when you sign into the VimeoPlayer
component, check the box Save token with object
. Otherwise it saves it to your local computer rather than the scene itself and won't make it into the iOS build.
I tried checking that box but it is still not working, I do not know if it is a vimeo issue or unity. What is the reason for hiding that checkbox after entering in a token? Security precaution? I had to sign out and get the token again to be able to check that box.
Does this plugin require AR or VR to be enabled in the XR Settings?
{"error":"Something strange occurred. Please contact the app owners.","link":null,"developer_message":"No user credentials were provided.","error_code":8003}
Vimeo.Services.
I just realised that my vimeo account is Plus and this plugin only works for those with the Pro subscription. That is a shame. Thanks for you help.
Yeah, it's there for security reasons, but that flow for setting up the token and deploying to builds needs to be improved. Thanks for the feedback.
Sorry to hear that the subscription is an issue. Just curious, can you tell me what your use case is for leveraging Vimeo in Unity?
I was interested in seeing how the workflow would be for creating interactive experiences over the top of 360 videos, as well as possibly linking through multiple 360 videos to explore a city.
I normally would go native and stream from AWS, but was curious to see how your platform works with Unity since I am using Unity at the moment and if it works then I would look at other possible uses.
Are you by any chance working on support for streaming stereo 360 content?
Also are you working on foveated streaming? That would be ideal to keep frame rates high and bandwidth usage low.
Thanks for the info!
Vimeo and this plugin already supports stereo 360 content.
We have no plans to support foveated streaming at the moment, however we do support adaptive streaming (HLS & DASH). I'm currently working on updating the plugin to support adaptive playback (see https://github.com/vimeo/vimeo-unity-sdk/pull/20), which would also allow you to do live video, too.
Does the stereo 360 require google cardboard in Unity? What formats does Vimeo accept for stereo 360 video?. Equirectangular, cube maps or both?
Great to hear you will support live video. This is 360 and stereo 360 live transcoding I assume?
This offers up some interesting possibilities having this live via Unity. Takes away a lot of the setup hassles.
Best of luck with it all. Unfortunately since I am only investigating and have no paid use case I will have to just wait to see what you cook up.
Do you have any links to videos or iPhone Apps that demonstrate your system? I am keen to just try it out at this stage so I can to see how the results are.
We support equirectangular 360 and top/bottom for stereo. Read more. And yes, it hypothetically supports live 360, although I have not tested it, yet.
The plugin simply just streams video into Unity using their native VideoPlayer
. From there, your only limitations are what Unity can do, which is a lot! e.g. Make a 360 app on every VR headset and mobile device.
We have no video or app to demo, but Unity has lots of great tutorials & videos. https://blogs.unity3d.com/2018/01/19/getting-started-in-interactive-360-video-download-our-sample-project/
Feel free to email me if you have more questions: casey at vimeo dot com
Thanks for the info!
Yes it should work. Just tested in
2018.1.6f1
Did you try checking the boxSave token with object
?If you're not sure, when you sign into the
VimeoPlayer
component, check the boxSave token with object
. Otherwise it saves it to your local computer rather than the scene itself and won't make it into the iOS build.
I can't seem to find the "Save token with object" option on the component. What am I missing?
@kevado this is no longer needed and was the old way of storing tokens. Currently, it should save the token automatically when you build 🔐
Describe the issue
Is this supposed to work if you create an iOS App? I can stream a video to the Editor in Unity but I do not see anything when exported out to iOS.
Steps to reproduce the problem
I used the 360Video scene, added my Vimeo account, added a URL to a video, tested in the editor. Then exported out to iOS. I compiled the project with Cardboard, then Vuforia, then None, in the XR settings. None of these worked.
Unity version
2018.1.3f1
Operating system
OSX High Sierra. Tested on iPhoneX iOS 11.4. The target Minimum for iOS in Unity was set to 9.1 and then I also tried targeting 11.4