Fuseman

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Yes, it is for the browser unity case.

Ah darn. Was hoping to get it out of the box :( For now, I implemented a work around to force the input into the input field, but not exactly...

@Emeralds after I merge https://github.com/FusedVR/VRStreaming/pull/20 , can you try again? In that PR, I upgraded the Render Streaming package from 3.1.0-preview to 3.1.0-exp. So am wondering if that resolves this...

For example, there were some minor changes included with signalling : https://github.com/Unity-Technologies/UnityRenderStreaming/blob/develop/WebApp/public/js/signaling.js

Needs more research, but this may help : https://aframe.io/docs/1.2.0/components/layer.html EDIT : in the right direction; however, this is primarily meant for 360 video and takes up whole field of view

After some digging, looks like at the moment, the Layers API is Oculus Browser only : https://discordapp.com/channels/758943204715659264/759166287901098024/899028332442681385 Moreover, this may not necessarily be the right long term solution as without...

Seems like this might be an option to support multiple browsers as a short term fix : https://github.com/immersive-web/webxr-layers-polyfill I do think depth maps would be the best way long term...

Looks like Unity is working on this for the next release : https://github.com/Unity-Technologies/UnityRenderStreaming/pull/553/files

> There is a bug with sending audio bidirectionally. We have a hacky solution atm: [Unity-Technologies/UnityRenderStreaming#599](https://github.com/Unity-Technologies/UnityRenderStreaming/issues/599) > > Edit: Nevermind. I just noticed you are the one who opened the...

Have reverted the SDK to use one video track per eye using a smaller resolution for each track in https://github.com/FusedVR/VRStreaming/pull/8 This is instead of the one video track that combines...