volograms / volograms_unity_plugin Goto Github PK
View Code? Open in Web Editor NEWA plugin to play captured volograms (.vols files) in Unity.
License: MIT License
A plugin to play captured volograms (.vols files) in Unity.
License: MIT License
Importing the unitypackage in an Android project throws an error with the UnityEditor.iOS.Xcode import.
Just added an #if UNITY_IOS to the whole class as a workaround.
When the VolPlayer is configured but the Play On Start is not checked, and we trigger the Play method elsewhere, the Vologram plays but don't loop even if Is Looping is checked or the player.isLooping property is set to true through code.
To Reproduce
Steps to reproduce the behavior:
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Additional context
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The Unlit/Texture shader is not correctly applied at runtime to the Vologram material when no material is assigned in the MeshRenderer.
It works well in the Unity Editor, but shows a lit (maybe standard) material when building the app to an Android device.
If I create myself an Unlit/Texture material and apply it to the MeshRenderer the Vologram shows the correct appearance.
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Cannot get Unity Volu plugin to work. Using one of the default volus from the app (the horse).
To Reproduce
Steps to reproduce the behavior:
Expected behavior
A clear and concise description of what you expected to happen.
Additional context
From reporter:
"We have tested the latest version of the unity package of your Volograms player (0.11.1).
We have the problem of displaying the Volograms player on the Oculus Quest (1 or 2) :
Under the Unity project we can test the Volograms player on the development PC (in the Unity application, in the interface proposed by the development tool): as soon as we install the apk on the Oculus Quest (1 or 2), the volograms player is not displayed anymore."
Describe the bug
When more than one Vologram is added to a unity project the texturing goes janky
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Should appear like a single vologram
Screenshots
video below
Desktop (please complete the following information):
Smartphone (please complete the following information):
NA
Additional context
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-Note this was tested with a duplicate vologram, not sure what happens with different ones
Please make this a UPM package! 3rd party code doesn't really belong in Assets any more. It just clutters up our repositories with and complicates deployment and installation.
Describe the bug
From Discord:
Hey guys, Im trying to enable the placement of a vologram within my scene based off of the AR Foundation tracked Image Manager. If the image is detected then the vologram should be placed etc... so basically image based detection. I seem to be having an issue though, Im not sure if saving a vologram object as a prefab to be placed is supported, but when the trigger is detected the vologram dosnt seem to appear? An object is definitely being placed within the scene as the vologram audio is playing etc, but its as if the mesh of the vologram just dosn't appear
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Following the steps above, the vologram should be visible
Describe the bug
When playing a volu on IOS device there are lag spikes caused by the Update function in VolPlayer.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Expect that Vol playback to be smooth.
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Screenshots
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Describe the bug
Building on IPhone 13 max the mp4 texture never shows just the model animating with a pink material.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
For smooth playback of mp4 texture
Screenshots
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Additional context
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i need a hand here - this is the bit i referred to in the PR description. i assumed i could just not upload indices/uvs if it wasnt a keyframe but it seems to need that. perhaps there's a clear() somewhere that is resetting things.
i wanted to reduce mesh upload bandwidth - not a big deal but should be possible to get a tiny performance improvement.
Originally posted by @capnramses in #11 (comment)
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