Kazuki Matsumoto

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We are developing additional platform support. The next one is iOS.

@foungyu Unfortunately, just now we do not have a workaround to use it for the Windows ARM64 platform.

@Thaina NVIDIA is not required by the WebRTC on Windows. Transferring text data is supported as `RTCDataChannel`. https://docs.unity3d.com/Packages/[email protected]/manual/datachannel.html

@Thaina Thanks, This is wrong. I am going to remove this sentence. And WebGL is not supported, unfortunatelly.

@desto12 We are pending UWP support because the chromium team is not testing WinRT on arm64 architecture continuously. https://ci.chromium.org/p/webrtc/g/ci/console And the second option is using WinRTC but this project looks...

I noticed this comment that says about the announcement in the README of the MR-WebRTC repo. The strategy of Microsoft would be allocating resources to Microsoft Mesh instead of supporting...

@GMyjak No particular progress has been made since the last time. Microsoft must have maintain chromium for MS Edge, and also MS Edge supports ARM64 platform. However, MS doesn't published...

@michael-house Can we change this issue title to **Windows UWP ARM64 support** ?

We will make APIs for the video/audio codec configuration for the next version. And alternative way is using WebRTC Stats API. https://docs.unity3d.com/Packages/[email protected]/manual/statistics.html

@ZeoWorks No, in the latest version 3.1.0-exp.3 we can enable/disable to use hardware. We are preparing the feature the fallback of hardware codec.