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Unity Editor & iOS - Download MP4 to Streaming Assets Folder

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Im Trying to Correlate a video plugin called S-Plugin into my Virtual Reality App. Basically what S-Plugin does is allows us to load Movie Textures to iOS and Android. It works very well too, as long as it is pre-placed in the streaming assets. I tried to export an asset-bundle for iOS with a movie texture, and it won't work. Duhh iOS and Android are not compatible w/ MovieTextures. So i Was reading some threads and they suggested importing the video file in directly. So I'm doing that. What I want to do is write the file to streaming assets. I do not think the file is even downloading. Can someone tell me if what I am doing is Correct? Here is my code, if anyone can help, let me know. public string URL; public bool downloaded; public string videoTexturePath; private float wwwProgress; private MovieTexture downloadedMovie; private string filePath; private bool transfered; private SPluginsMovieTexture movieRenderer; private SPluginV2FUNN movieController; private SPluginToggleFUNN movieRemote; void Awake () { movieRenderer = GetComponent (); movieController = GetComponent (); movieRemote = GetComponent (); movieRemote.loadFromURL = true; } // Use this for initialization void Start () { StartCoroutine (Download()); } // Update is called once per frame void Update () { videoTexturePath = movieRenderer.movieFileFullPathRelativeToTheStreamingAssets; if (downloaded == true) { if (transfered = false) { transfered = true; movieRenderer.movieFileFullPathRelativeToTheStreamingAssets = downloadedMovie.name; movieRemote.loadFromURL = false; if (movieController.AutoPlay == true) { movieController.Play(); } } } } public IEnumerator Download () { using (WWW www = new WWW(URL)) { downloaded = false; print ("Downloading Video Now!"); StartCoroutine (Progress()); while (www.isDone != true) { yield return new WaitForSeconds (0.05f); wwwProgress = www.progress; } yield return www; print ("Downloaded Video !"); downloaded = true; downloadedMovie = www.movie; } } IEnumerator Progress () { if (downloaded == false) { //yield return new WaitForSeconds (0.075f); yield return new WaitForEndOfFrame(); print ("Progress: " + wwwProgress + "/1"); if (downloaded == false ) { StartCoroutine (Progress()); } } } }

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