We just updated to 1.0.0.1. The MoviePlayerSample.cs seems to have been
updated with calls to a newer version of MediaSurfacePlugin. However it
looks like the MediaSurfacePlugin.cpp in the 1.0.0.1 package hasn't been
updated. Has the latest version o...
I'm looking to create an Android app where:1) Launch a Non-VR app and it
takes you to a sign in screen2) You sign in and then it asks you to
insert the app into the GearVR.Is there any way to do one of the
following?A) Have sign-in be through a stand...
We've noticed that video played via the MoviePlayerSample.cs is far
blurrier than:a) native apps like Oculus Cinemab) still snapshots of the
same videoFor comparison, take a look at the following
images.Snapshot:Video:It can't be an issue with video ...
Hey Folks,I have 2 scenes - a tutorial followed by a main scene that has
a MoviePlayerSample.cs.If I run the main scene by itself, all is well.
However, if I transition from the tutorial to the main scene, I get the
following output followed by a cra...
We're noticing between 10 and 15 fps differences between the app running
in vr_dual (or developer mode) v/s vr_only. We're going to spend a bit
more time profiling, but anyone have any pointers to why that might be
the case?
Forgot to respond to this earlier - I was able to reuse the
MoviePlayerSample.cs from the 0.6.2 Unity 4 integration in Unity 5.
Didn't have to change any code if I recall. However, 0.6.2 is giving me
perf issues so I'm going to have to downgrade back...
I discovered the following:1) MoviePlayerSample.cs has a comment over
the OVR_Media_Surface: "mipmaps will be generated so normal Unity
rendering can use it". So even though the texture has "Generate Mip
Maps" disabled, they are still getting created...
I just tried the EasyMovieTexture asset, and it solves the problem. So
the MoviePlayerSample.cs is doing something wonky with the video... Any
idea what that might be?