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klakndi's Issues

Wifi

The stream is not found via Wlan, is there a way to change the network settings? (Firewall and so on are deactivated)

KlakNDI doest not work between win10 and macOS

I would like to use this plugin in my project.
However I can not receive the frame texture from win10 to macOS.

Two os version in my project:
win10
macOS High Sierra (10.13.6)
*** I use Mac Pro (Late 2013)

compatibility with android

Hi, very good job.
I wanted to know how I can send content from this project to Android devices, is it compatible?

Thank you

why this warnings appear.

Hello, we read the commet but we still don't understand why this warnings appear in the console
when we launch our scene.

warning

GPU readback error was detected.
UnityEngine.Debug:LogWarning(Object)
Klak.Ndi.NdiSender:ProcessQueue() (at Assets/Klak/NDI/Runtime/NdiSender.cs:117)
Klak.Ndi.NdiSender:Update() (at Assets/Klak/NDI/Runtime/NdiSender.cs:250)

Too many GPU readback requests.
UnityEngine.Debug:LogWarning(Object)
Klak.Ndi.NdiSender:QueueFrame(RenderTexture) (at Assets/Klak/NDI/Runtime/NdiSender.cs:69)
Klak.Ndi.NdiSender:Update() (at Assets/Klak/NDI/Runtime/NdiSender.cs:253)

Linux support

Linux support is hard due to the following issues:

  • OpenGL Core doesn't support async readback.
  • Vulkan doesn't support TextureUpdate plugin event.
  • NDI Linux implementation seems to be slower than Windows one.

OpenGL Core support would be dropped -- it's better to add Vulkan support using LoadRawTextureData.

It's unknown why NDI Linux seems to be slower than Windows. We should inspect it using a standalone test program that is implemented without Unity.

Bi-directional video transmission

I am working on something, very much like a video chat app where I need both clients to send and receive a live video stream. I can't seem to get both clients sending and receiving at the same time, however. My first question is, have you seen this before? If you know why this is, how would I go about making this bi-directional? Do I need to open another connection? Or separate channels for each direction?
This configuration is using two separate machines on the same LAN.

iOS NDI Sender Bitcode Issue

I'm getting the following error message in XCode when building NDI Sender for iOS with Bitcode enabled:

ld: bitcode bundle could not be generated because '/Library/NDI SDK for Apple/lib/iOS/libndi_ios.a(Processing.NDI.Send.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64

Works when disabling Bitcode on Build Settings.

Potential for Audio support

Partially curious how difficult it would be to add the ability route audio into and out of Unity via NDI.

For case scenario, I am attempting to use unity as a scene composer. The goal is to have Multiple NDI video channels come in and be 'mixed' together in Unity in a scene composition, then output a couple NDI outputs to the network. The problem, is that on the video output at the moment, their is no way to send a combined Audio along with the video.

The hope, is to help people who are on a budget achieve something close to or surpassing that of a TriCaster system without having to change their setup too elaborately. Using Unity as a scene composer seems rather viable.

Receiver Support for UWP/HoloLens

Is it possible to receive NDI on UWP devices such as the Microsoft HoloLens using your project?
I could not get it to work.
I set NDI_ENABLED for UNITY_WSA in PluginEntry.cs. I also tried adding the Processing.NDI.Lib.UWP.x64.dll from NewTek.

The default NDI install location has changed os macOS 10.15 Catalina

When I append HEADER_SERCH_PATHS and LIBRARY_SEARCH_PATHS to PbxModifier.cs, it worked.

proj.AddBuildProperty(target, "HEADER_SEARCH_PATHS", "/Library/NDI\\ SDK\\ for\\ Apple/include");
proj.AddBuildProperty(target, "LIBRARY_SEARCH_PATHS", "/Library/NDI\\ SDK\\ for\\ Apple/lib/iOS");

Works well, hues are offset by .5

Just implemented it and it works well well sending, though the hues appear to be offset by .5, I'm sure you know but just in case you haven't seen it.
Going to have a look at fixing it on my end.

Thanks heaps btw :)

Is there a limit to the resolution?

Hello, thank you for your plugin.
But recently there was a problem that bothered me.
I tried to enlarge the resolution of renderTexture (such as 7680*6000), graphics drawing would be very expensive, but it would not take up too much GPU (NVDIA P5000), I don't understand where the problem is.

image
image

No streaming via wired ethernet connection on IPAD

I'm currently trying to send video from IPAD and it works well via WiFi, but by no chance with wired ethernet connection. I tried NDI streaming with some apps lying around AppStore and they do their job via ethernet without troubles. What can be the reason for that?

Massive Amounts of RAM consumed via NDI sender

Project:
Unity 2020.1b
Entities 0.8.0
HDRP


Loading the scene the ram usage increases rapidly with an NDI Sender in the scene. This is the system resources prior to hitting play and then 15 seconds after. This only occurs when the NDI Sender object is active.
Prior to loading:
image

Post loading:
image

Objects in scene:

  • Camera
  • Light
  • NDI Sender Object

Keep original resolution

Hi,
Thanks for this amazing tool.
Is there anyway to keep the original resolution? I saw a "source.Width / 2" in the NdiSender.cs but I can't just delete it.

Trouble Receiving valid signal from vMix Desktop Capture on Macbook

Hello, I'm having some trouble with Klak NDI. I've successfully testing receiving a stream from a Windows Desktop using VLC SyncPlay, but now I'm failing to receive a ndi signal using vMix Desktop Capture. The studio monitor software sees the image correctly, and I've been trying to diagnose using the NDIAnalysis tool; it receives a signal.

The name of my source is "MICHAELS-MACBOOK-PRO-2.LOCAL (vMix Desktop Capture for NDI)"

I've also noticed that when there's a hashtag in the source name, it will not show up in the list in Klak NDI. Perhaps the period or dashes cause the stream not to show up in the list of sources?

FPS reduced after build

Selecting vertical synchronization to build, the program runs stably at 60 frames, but the frame rate calculation of the ndi stream sent by the program is only about 45 frames, but when running in Unity Edit mode, the push stream can reach 60 frames.
image

Ndi Sender Fails Fast play + scene reload

In my current use cases I am in both Unity 2019.3f and 2020.1b and in both, when attempting to use the NDI Sender component on an object in the scene, the message below displays.

MissingReferenceException: The object of type 'NdiSender' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. Klak.Ndi.NdiSender.ProcessQueue () (at Assets/Klak/NDI/Runtime/NdiSender.cs:128) Klak.Ndi.NdiSender.DelayedUpdate () (at Assets/Klak/NDI/Runtime/NdiSender.cs:170) UnityEditor.EditorApplication.Internal_CallDelayFunctions () (at <b12b1135410b470d90ca262c9fe40af0>:0)

New scene with an NDI sender in the scene. This however, seems to only happen when using the new fast play mode option with Scene Reload.

Project Settings > Editor > Enter Play Mode Experimental

  • Scene Reload true

android support

Hi there,

I am trying to get this thing to run on android.
How would I go about that?

Unity to Touchdesigner

Hi,

I'm trying to share Unity output to Touchdesigner but for some reason I can only receive a very low quality image in Touch. Is this something related with the NDI compiled version here and in TD? From Unity to Resolume looks great, also from Resolume to Touchdesigner.

Distorted Image

Hello my friend, I'm testing your NDI sender in Unity Editor, and I'm seeing distorted frames on the receiving side:

NDI Tools Studio Monitor:
Screenshot_1

I think it might be something related to the resolution of the Editor Window, as the behavior changes when scaling it manually. Is it required to send images on specific resolutions or aspect ratios?

When running in fullscreen 1920x1080 as stand-alone exe looks fine.

Alpha support on HDRP

I MAY be failing somewhere in the work flow; however, it would seem that with the newest HDRP, the NDI sender Alpha support seems to not function as intended.

  • Unity Version 2019.3a11
  • HDRP 7.0.0

Pink Image when using NDI Receiver

Seems to only get pink signal when using the NDI receiver i see all the channels in the channel list window but even if but not Name filter to get the first channel i only get a pink color, also is the receiver going to resize the render texture to the NDI channel resolution.

Thanks Alot for the plugin BTW ur killing it !!!

Gamma color space support

Hi,

Thanks a lot fot the work on the plugin. One issue I'm facing is that the colors are not corresponding to the camera view, as you can see here:

ndi_unity

I've tested implementing other sender in openFrameworks and it didn't happen like this, so I don't believe it to be system related. Also enabling or disabling alpha makes no difference. Any ideas on what may be the cause?

Thanks a lot

Best way to Get NDI Source names and change NDI Source at Run Time?

Hi,

I've been trying to get the names of NDI sources and then change them at run time.
I've managed to get the NDI names however only when I view the NDIReciever component at runtime in the editor. When I don't view this component in the inspector I can't generative source names.
Whats the best way to get the names and alter the sources at run time without changing stuff in the inspector?

Thanks

Enhancement: Explicit frame rate control

Hi,

Good job for this plugin. One good thing will be to be able to change the framerate of the stream send, is that possible in any ways ? Like 50/60hz will be great.

Thanks !

Interlaced Output/Input Option

How or is it possible to enable a interlaced input/output option with the addition of deinterlacing for the input source?
This feauture would be really helpful for broadcasting purposes.

Unity 2019 ?

Hi keijiro. Thanks for sharing this plugin. Are you planning to upgrade it for Unity 2019 ?

Unity 5.x Support

Hi Keijiro,

Thanks for the great work you have done!

But can the NDI plugin support Unity 5.x version?

Thanks!

Receiver for iOS

Would be great to be able to find a way to add the receiver functionality on iOS. What is the SDK limitation ?

404 on License

Was double checking the licensing of the components used in an asset I am building and noticed the MIT License listed in your README resolves to a 404. 😄

Can this be included in a commercial based asset?

Alpha input

I see from the documentation that alpha can be output to the NDI sender. Will it be possible to read in alpha from an NDI Receiver so it can be used by transparency shader in Unity?

NDI Receiver - red frame on all inputs

Hi Keijiro, thanks for this package!

  • macOS 10.13.6
  • Unity 2018.3.0b3
  • commit 9594837

When building the app I get, instead of the correct feed a static red frame (R:0.82, G:0.20, B:0.14)(not the typically pink shader error), in all feeds. The strange thing is that they work inside unity editor...
I attach screenshots for the same scene, inside the editor and with the build executable.

Unity Editor:

screen shot 2018-10-18 at 18 06 15

Executable:

screen shot 2018-10-18 at 18 05 54

#More info:

  • First thought is that library is not correctly loaded, not true, because it gets correctly the available feeds (and puts them in a dropdown, like your example)
  • Run in background (player settings) is enabled
  • Opening app in console mode not showing any useful log.
  • my two senders are:

Thanks for your time!

Eduard.

Unity namespace could not be found

Hi Keijiro, thanks for doing this. Im having an issue trying to run the demo scene. Im getting this error on the console.
'The type or name space 'Unity' could not be found. Error code CS0246.
Im on unity 2017.3

Latency

Hello Kejiro,

First, thanks for this plugin, which is really great.

However I have a small issue with it : When I just launch my build all is working fine, no latency, however after approximately 10 seconds, I start to have some latency, I would say like 100/150 ms, it's really not that much, but for my use it's still too much...

The problem is for receiver, when NDI come from VJing software.
I also input some DMX ( through Artnet ) from this same software, and there is no latency, so I guess the problem is coming from your NDI package, not from my scene.

I'm really new into Unity and code, sorry if I forget something.

Thank you !
Thomas.

Add MetaData support

NDI allows embedding of metadata into each frame; would be great if you can expose that! Would make things such as frame-synced transforms + image data a lot easier to develop (send an NDI image which contains information about syncing + transform states, for example).

No image received in Unity

Hi,
I send from Premiere on MacOS and I'm able to see the content on the other side (a Windows 10 computer with Direct 11 GPU) through NDI Studio monitor.
But on the same Windows computer using your test scene (Assets/Test/Quad), as we select the same NDI source before or during play mode , render texture "receiver" is staying black.
Have you please any idea of what's preventing having the output ?

Stream freezes in Studio Monitor

Hi!

I tested your application, but unfortunately the stream stops after 1 second.

I ran the application from the Unity Editor (2018.1.4f1 (64-bit)) and as a Standalone Windows build (x86_64),
but the stream is always just shown for a second and then freezes, when i display it in the NDI Studio Monitor.

I downloaded the source code for the release 0.0.4 and I use NID Tools 3.5 Studio Monitor.

Do you have any idea what may cause this problem? I could not find any logs or other hints what might go wrong, so im currently stuck. Also I tried receiving the stream over my local network, but then I do not even see the first second (as I do locally).

Best Regards

Caching result from NDI_GetTextureUpdateCallback call

I'm wondering if caching the pointer to callback returned from NDI_GetTextureUpdateCallback at the Start method would make a difference (I know reducing PInvoke calls is good for performance, but I don't have exact numbers to tell if this optimization is worth it or not)

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