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Question by lawrensm · Dec 03, 2014 at 09:30 AM · androidoculusandroidpluginvideo streaming

How to optimize video texture playback on GearVR

Hi all,

I'm new to Unity and plan to use it for a 360 video related application I want to build for the upcoming GearVR. To those unfamiliar, Oculus has released a mobile SDK for this device and have included a native 360 video player as an example in the SDK docs.

I would like to use Unity for many of the complicated interactions/environments/etc. while not watching a video, but once a video is has been chosen by the user, utilize native code to get the best performance when decoding/rendering the video to a sphere. Note the hardware in this case will be a Galaxy Note 4 (within the GearVR).

http://docs.unity3d.com/Manual/Plugins.html http://docs.unity3d.com/Manual/NativePluginInterface.html

Unity provides native plugins so it looks like I can compile native code built for android (NDK) and maybe take advantage of the hardware and avoid Unity's overhead when it comes to rendering the video. Am I on track here?

In general, I'm concerned about performance constraints, or any other limitations when decoding and mapping video textures. From what I've experienced I have not been impressed with using MovieTexture. Any advice here?

Any advice, guidance, what have you would be greatly appreciated!! Thanks in advance.

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avatar image hiredgoon · Jun 04, 2015 at 05:34 AM 0
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Hey @lawrensm did you have any luck resolving this issue? I am trying to solve a similar problem.

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