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View Code? Open in Web Editor NEWUnity Render Streaming SDK to stream VR from CloudXR to WebXR over WebRTC
License: Apache License 2.0
Unity Render Streaming SDK to stream VR from CloudXR to WebXR over WebRTC
License: Apache License 2.0
Describe the bug
Touch screen content does not get mapped correctly to Unity
Expected behavior
Mobile Device input to work similarly to mouse input
current WebRTC server https://webrtc-pcehljv7ea-uw.a.run.app/ (cloud run server) is down.
please provide the source code of this webapp, so that we can host webapp in our server to test Quest 2 result
Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
A clear and concise description of what you expected to happen.
Screenshots
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Desktop (please complete the following information):
Smartphone (please complete the following information):
Additional context
Add any other context about the problem here.
Currently, the SDK disables multiple users from connecting to the server to avoid spying case scenarios. However, there can be useful cases where it would be desirable to have multiple devices connect to the same server. For example, an asymmetrical game or even mobile blockchain authentication (Metamask Mobile for example)
Thanks for providing this wonderful project!
I am very new to Unity. Could you please tell me how to configure the bitrate from Unity?
There is currently a bug in the Unity WebRTC implementation where large render streaming textures result in a crash. Requires a fix from Unity-Technologies/UnityRenderStreaming#517
Bitrate is configurable from the Unity SDK, but it would be ideal to allow users to configure the bitrate from the website
Hello,
I am using my unity editor version 2020.3.24
I imported latest version 0.6.2 and 0.6.0 into my unity package at a different time to export Blockchain Testing into webgl.
I did "check Allow 'unsafe' code" and "turn on Lock Input to Game View in Options"
Please help me..
I imported the fucusVR streaming package into the unity 2022.3.5f1 project and it had this message:
" Library\PackageCache\com.fusedvr.vrstreaming@ab88032\Runtime\Scripts\VRInputManager.cs(43,17): error CS0246: The type or namespace name 'RemoteInput' could not be found (are you missing a using directive or an assembly reference?) "
I can place the WebVR Camera orientation to line up where I want the viewer to see, but when I load the stream in a browser the camera resets directions to the default 0,0,0 rotation.
Currently I have to orient the entire scene to face the right direction so that when the stream is viewed the 0,0,0 rotation is the right direction.
To improve experienced latency, we would want to adapt the video streams for the WebXR Client to use some sort of late latch technology like asynchronous timewarp to adjust the frames based on the latest input from the user.
Greg from Nvidia does a good job explaining the value proposition for this in the CloudXR AWE session : https://youtu.be/hYqzFdLleHI?t=1974
Is your feature request related to a problem? Please describe.
For feature parity with Nvidia CloudXR, we will want bi-directional audio support to create multiplayer applications where players can talk with each other.
Describe the solution you'd like
Microphone support from WebXR that sends audio stream to Unity. Unity Render Streaming should have a sample that already supports this.
First, really cool work and project. So i know this is depreciated because it was created on ropsten... but if there any documentation for switching to an active testnet like Goerli?
Thanks
Currently wrote a workaround for keyboard input into a InputField using this script : https://github.com/FusedVR/VRStreaming/blob/master/Samples~/Blockchain/Scripts/RemoteInput.cs
However, it lacks proper simulation of text input i.e. selection delete. This issue has been reported in Unity-Technologies/UnityRenderStreaming#542
Will Remove RemoteInput script once this is resolved in the base Unity Render Streaming solution
From debugging with kale.eth, we noticed that the video stream is not sent if the Game View is not active in the editor. Needs to be documented and then root caused as to why this is the case.
https://discordapp.com/channels/871764886563196948/872842350966231052/879624658587107358
When using the OQ2 browser to navigate to the rendered web page and try to run it in VR, my the right eye doesn't load/remains black. I also found that if I disconnect, re-connect in the browser, try to view in VR then it won't load in either eye.
https://discord.com/channels/871764886563196948/872852590336020521/882390145179979820
Initial commentary by Fuseman:
"so i have noticed that sometimes happens from the editor. try closing Unity and then playing. you will likely see a crash. i think there is something broken with the Render Streaming plugin specific to the editor (have not noticed in a standalone build). if you can document that and file an github issue on it, we can also pass it along to the Unity Render Streaming team"
Describe the bug
Some minor changes have been made to the render streaming HTML / JS pages that should be looked at and then the client for FusedVR should be updated accordingly.
Describe the bug
After I install I do not see the camera module. I have tried different versions of unity and the git hub project but have had no luck so far.
Desktop (please complete the following information):
Hello,
I've used Unity's Render Streaming solution based on WebRTC to stream VR camera stream to web browser. All streaming working fine as expected, but main problem is Performance down in Quest2 app and App FPS goes below to 30 when streaming starts.
See this more details : Unity-Technologies/UnityRenderStreaming#716
Anybody have any solution for above?
Pixel Streaming runs as a Unreal Engine Plugin that integrates WebRTC, which is nearly similar to the Unity Render Streaming project. This suggests that it should be possible to make compatible.
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/PixelStreaming/PixelStreamingIntro/
Recently I have been working on Unity render streaming with oculus quest 2, its working and running up but the video render quality is not that good, I have been trying to modify all the versions of the WebRTC package and tried with the hardware encoder (H.264) and software encoder (VP8), software encoder is better but not the best.
Can anyone have more options for the optimization of video rendering,
Thanks in advance.
please help me fix as soon as possible
From a monetization perspective, it would be interesting to expose to the web wallet APIs for integration into the server
Various different configurations are scattered onto different components such as Default Bitrate, GameID, Anti-Aliasing settings, etc.
It would be great to combine these into a singular Unity editor window that acts as a one stop shop for configuration. Something similar to the editor window used by the MobiledgeX Unity SDK for example.
Need guides on how to deploy VR Render Streaming onto a Cloud i.e. AWS for both Windows and Linux
It might work on multiple versions but I always like to know the version that is most likely to just work.
The package.json mentions 2019.4. Is that right? Most people wouldn't think to look there.
Similar to how we are able to calculate the VR Display Size with WebXR and send to the server, we should do the same for IPD as that will allow us that ability to fine tune the visuals from the SDK to match the user preferences.
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