Richard Turnbull
Richard Turnbull
Thanks for the confirmation @Helath2605 - I actually found both editor and build wouldn't advance past the first video for me if using WinRT (MF would), but I've found a...
Hi @Helath2605, FYI.. we're _hoping_ to release a build today that should fix the WinRT first-time looping issue. I ran your WinRT build overnight though the debugger and did encounter...
Hi @Helath2605, Thanks for the update - just to confirm, the only fix in version 3.0.10 related to this issue is for WinRT failing to loop. I'm still looking into...
Hi @Helath2605, Quick update - I believe I've located a fairly major leak in Unity (and the way it wraps native textures) linked to the above, at least with rapid...
Hi @Helath2605, Another update - I've tracked down a separate leak in WinRT/Windows which was causing the above crash and have added a workaround which will be in the next...
Hi @jsquared90, Thanks for all of the info - I'll try and answer what I can here: - D3D11 exception regarding incorrect format thrown on any usage of plugin -...
Hi @jsquared90, Thanks for sending through the video - I've fixed a couple of issues primarily related to the Trial/watermarking which I hope will address the oddities you were seeing...
Hi @jsquared90, Thanks for this comprehensive report! 1. You're correct that NotchLC is only supported under Media Foundation. However, I've just tried your Hap-R video and it works for me...
Hi @jsquared90, Haha.. thanks for the update - in this world there are many rabbit holes! Good that you have a workaround - if you wouldn't mind updating the relevant...
Hi @Kalumo, Thanks for reporting this - I've looked into it and found we were indeed only using 2-bits of alpha (10-bits per colour channel) leading to the banding you're...