Unity ios download video to streaming






















Improve this question. David David 1 1 gold badge 3 3 silver badges 14 14 bronze badges. Another thing After currentTexture. Apply ; — Mateusz. Apply ;" and i still get the same issue. This I have to remove : I though you've made your own object to render from the web camera so it should render before getting the pixels.

Show 8 more comments. Active Oldest Votes. There are few problems in your code but they are very serious problems. Your image is not completely received before you load them. This is why your image look so weird. This is the method I used in my answer: A. Get Texture2D byte array. Send the byte array length. Not the byte array but the length. The client will read the length first. Convert the received bytes to array.

This how it works now: Read the byte array from Texture2D , read the length of that array, send it to the client. Performing socket operation in the Main Thread. This is why the FPS is 5 on my computer. You should have done that inside Loom.

Length ; in the Loom. You are supposed to do the sending in another Thread. Clear fullBytes, 0, fullBytes. Any, port ; listner. Start ; while webCam. Write frameBytesLength, 0, frameBytesLength. LoadImage receivedImageBytes ; image. Improve this answer.

Community Bot 1 1 1 silver badge. Programmer Programmer k 17 17 gold badges silver badges bronze badges. Feb 26, '21 video streaming. Jan 27, '21 video streaming. Dec 25, '20 in Help Room. Sep 8, '20 in Help Room.

To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Login Create account. Custom Video Source and Renderer. Network Geofencing. Set the Publishing State. Set the Audio Route. Best Practices. Additional Configurations Before Joining a Channel. Video for Multiple Users. Set Subscribing State. Echo Cancellation in Indoor Scenarios. Reference Docs.

API Reference. Set up Authentication. Error Codes and Warning Codes. Core API Summary. Documentation Video Call. Understand the tech The following figure shows the workflow to integrate into your app in order to add Interactive Live Streaming Premium functionality.

As shown in the figure, the workflow for adding Interactive Live Streaming Premium in your project is as follows: Set the client role Each user in an Interactive Live Streaming Premium channel is either a host or an audience member.

For an app client to join a channel, you need the following information: The App ID: A randomly generated string provided by Agora for identifying your app. The user ID: The unique identifier of a user. You need to specify the user ID yourself, and ensure that it is unique in the channel. A token: In a test or production environment, your app client retrieves tokens from a server in your security infrastructure.

For this page, you use a temporary token with a validity period of 24 hours that you retrieve from Agora Console. The channel name: A string that identifies the channel for the live stream. Prerequisites Unity or later Unity For macOS app development, Agora recommends not using Unity This should expose everything you need.

In the Inspector , you will find the variables for the prefab arena tiles under the Arena Prefabs heading. Each of these has an identically named prefab in the Prefabs folder in the Project Window. Drag each one from the Prefab folder to their respective variable. Next, take a look at the Arena Objects header in the Inspector. These three GameObject variables are found in the Hierarchy Window. To wrap this tutorial up, you'll add some custom assets to a real build.

After all, that's what your users will be doing! Ensure the Target Platform is correctly assigned to the platform you are working on and click Build and Run. You're back to square one! However, the code is still in place to handle any customizations you many want to add. Navigate to the StreamingAssets folder in the Player Build. On the Mac, right-click the player and click Show Package Contents. Drop in any or all of the custom assets you've used from the starter project download under the TankArenaAllAssets folder.

Launch the player again; the customizations should be correctly applied and custom levels loaded. Here's a link to the completed project from this tutorial. In this tutorial, you learned how to use the streaming assets to customize an existing game in a number of ways.

Now you can open that door to your users! I hope you found this tutorial useful! I'd love to know how it helped you develop something cool. Questions, thoughts or improvements are most welcome in the comments below! One last thing. The book assumes you have some prior programming experience in a language of your choice. The raywenderlich. Get a weekly digest of our tutorials and courses, and receive a free in-depth email course as a bonus!

Introducing unlimited access to all video courses, all books, and our new monthly live professional development series! Mark works with his wife making gorgeous apps and games, she does design and illustration and he does the coding. Mitch is an independent game developer and tech writer.

To download his latest games and book please visit his Web site. Chris Belanger is the CMO of raywenderlich. In the programming world, Chris has over 25 years of experience with multiple Sean is a software engineer by day, and hobbyist game and tools developer by night.

He loves working with Unity, and is also a Eric is a belgian hobbyist game dev and has been so for more than 15 years. How to load resources from the Streaming Assets directory at runtime. How to harness the data from files added by your users. You thought this was going to be hard?

This is the tanks Texture file as output by the 3D modeling program. Here are a few other examples I created earlier. The SkinObject prefab is customised using the texture and filename. A x level created with any image editing package. Sign up now Website.



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