AndroidVideoMedia: Error opening extractor: -10000
I have a 360 video player App that uses unity VideoPlayer in order to play 20 mintutes 4K videos (that makes a file size of about 4Go). The videos are dragged directly to the VideoPlayer component (without url) and are played using a script included in an asset bundle, which is built for Android platform whitout compression, and loaded to the main App using AssetBundle.LoadFromFileAsync.
When I try to prepare the video using VideoPlayer.Prepare on Oculus Go (and other android devices), I get the following Android error (using adb logcat with the Oculus Go plugged to the PC), and the video doesn't play:
07-03 10:41:44.535 12064 12081 I Unity : (Filename: ./Runtime/Export/Debug.bindings.h Line: 45) 07-03 10:41:44.535 12064 12081 I Unity : 07-03 10:41:44.649 12064 12102 W Unity : AndroidVideoMedia: Error opening extractor: -10000 07-03 10:41:44.649 12064 12102 W Unity : 07-03 10:41:44.649 12064 12102 W Unity : (Filename: Line: 471)
I have tried to part the videos into 4 pieces of 5mn by parts, wich gives 4 files of 5mn 4K videos, with about 800M0 to 1Go by video file. I've implemented a play logic that consists in: Preparing the first and the second video. Playing the first video. When the first video reaches the loop point, stop the video in order to free memory, and play the second video while preparing the next one.
With this, the first and second videos are successfully prepared and played on Oculus Go, but the above Android error appears when preparing the third video.
I use Unity 2018.3.5f1, and the encoding settings of my videos are the following: 3840 X 2160 - 30fps - H264 - 25M Bitrate (35M also fires the same error)
If anyone has ever encountered this problem and solved it, please let me know how you managed to solve the issue.
Thanks in advance
Answer by Dongfellow · Aug 15, 2019 at 12:09 PM
I don't know if you're still having this issue but I'm using a similar system that I developed for 360 videos on Oculus Go and Gear VR. Maybe I can help. I've seen that Prepare() does require a lot of power and can alter the app performance badly if it is not configured properly. Can you provide me with this information so that I can assess your problem correctly:
Are you using the same Videoplayer for all your files?
Does it work well on PC? What is your FPS on computer and in the VR headset?
Do you plan on using this for the Go only or for the Gear VR as well?
I have run into the same problem.
I am using the same Unity Videoplayer for all the files. The videos are playing on my PC but do become somewhat choppy throughout playback. On the Oculus Go, I can play the video normally (non - asset bundles) at 60fps. Once I play the asset bundle version, I get the same error as hypnovrdev. I plan on only using this for the Go.
The final video I plan on using is long so I am assu$$anonymous$$g I will need to split it up into multiple videos as well.
Any help will be appreciated!