ZeoWorks

Results 54 comments of ZeoWorks

> Thank you! Has this been implemented? The byte[] will be pre-encoded h264 raw data, thanks again.

> @karasusan I guess this is not easy to implement. H264 encoder in native code is closely related other modules. We need to make new one which not process encoding,...

> @ZeoWorks Usually, the bandwidth changes dynamically according to network environment, so it might not work only support the dummy encoder. I guess we need to support the callback called...

> Hi. :) Once again, we've already done this; we're using ffmpeg to push raw h264 byte[] data into Unity and all we need now is for com.unity.webrtc to read...

Thanks, I'm simply sending 110kb worth of data every frame (void update) using channel.Send(byte[]). I have a suspicion it's to do with fragmentation, does this webRTC package automatically fragment packages?...

Thank you, I'll follow the tutorial. :) So, is HW_62 prebuilt in WebRTC 2.4.0? Is it prebuilt in Render Streaming 3.1.0?

In my experience (GTX 1080, RTX 2060), both do take a performance hit when encoding.

> Right now when I try to build my project for a WebGL player, I get error messages that the classes, defined in the WebRTC package do not exist. I...

I have the same issue, seems uPacketFragmentation dll is built under "debug", it needs to be "release" but it fails to build correctly when building under release.