Andrew

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Thanks both of you for sharing such detailed information. We'll look into this with your files and use cases in mind and report back soon.

@OlafZwe Hi, I know this is rather late, but thanks for the excellent example. We have replicated the issue and are working on a fix. @owlboy I believe this is...

Going to look into this soon for Windows, currently I think it works okay if you're using multi-channel PCM audio. For AAC compressed audio there are internal limits in the...

Currently we do not support ID3 from HLS or from anywhere actually. This is a feature we do plan to add in the future though, but we don't have any...

Thanks for reporting this, we will investigate.

Ok I think I've worked out what was happening here. You changed the default microphone while the plugin was already running. You see, when the plugin first loads, we create...

@adriansotov Could you explain the issue is?

@adriansotov i've tried but I can't replicate the issue you're having. Can you replicate it using the demo scene "Demo04-360Capture.unity"? Could you tell us exactly how you're doing the capture...

> @AndrewRH Im using Unity 2019.4.0f1 with the Universal Render Pipeline template and installing through Unity's package manager the XR Plugin Management tool and adding the Oculus plugging. Target platform...

Thanks, I see - I guess this is a bit like WWISE - they also have a plugin that can be used for all audio in Unity and it's relatively...