uTextureSendReceive | Unity network texture sender receiver for video | Video Utils library
kandi X-RAY | uTextureSendReceive Summary
kandi X-RAY | uTextureSendReceive Summary
This is a small package that provides a threaded interface for sending and receiving any Unity texture over TCP/IP. It can be used to stream video, webcams as well as any 2D or Render texture, like parts of your visuals, minimaps, etc. Check out these examples of the same app streaming and receiving with a 20k-count particle-system running uninterrupted in the background ;).
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of uTextureSendReceive
uTextureSendReceive Key Features
uTextureSendReceive Examples and Code Snippets
Community Discussions
Trending Discussions on Video
QUESTION
This code is working for downloading all photos and videos
...ANSWER
Answered 2022-Feb-19 at 06:17Post
has an is_video
property
QUESTION
I don't want to show playback speed in my video, is there any controls or controlList
properties to disable that option like controls disablepictureinpicture controlslist="nodownload"
ANSWER
Answered 2021-Sep-08 at 10:36According to the docs only three options are available (nodownload
, nofullscreen
, and noremoteplayback
) and none seems to do what you want.
And you can't style the browser's default control set, but you can use the (JavaScript) Media API to build your own control set which of course you can style in any way that you like.
See this CodePen.
QUESTION
I imported a tif
movie into python which has the dimensions (150,512,512)
. I would like to calculate the mean pixel intensity for each of the 150 frames and then plot it over time. I could figure out how to calculate the mean intensity over the whole stack (see below), but I am struggling to calculate it for each frame individually.
ANSWER
Answered 2022-Feb-18 at 23:25You could slice the matrix and obtain the mean for each frame like below
QUESTION
I'm trying to add rotation metadata to the video recorded from RTSP stream. All works fine until I try to run recording with segment format. My command looks like this:
...ANSWER
Answered 2022-Feb-11 at 10:03I found out it has been resolved in
and it works fine in ffmpeg 5.0. You can also apply this patch to 4.4.
QUESTION
I have several videos on my site that have the same class.
I want to play only one video when hovering over it. As soon as I removed the hover, the video was paused with a delay of 1 second.
I learned how to start a video and pause it. But as soon as I add setTimeout I get an error:
Uncaught TypeError: Cannot read properties of undefined (reading 'pause')
Below I am attaching the html code of my solution:
...ANSWER
Answered 2022-Feb-04 at 20:36The issue is because this
in the setTimeout()
function handler refers to that function, not to the element reference provided in the invocation of the outer hoverVideo()
or hideVideo()
functions.
To fix this issue create a variable in the outer scope to retain the reference to this
which you use within the setTimeout()
:
QUESTION
I have an interlaced video stream and need apply a filter (any filter that takes two frames as input , for example tblend or lut2) on custom video frames and place output of them between mainframes like this :
...ANSWER
Answered 2022-Feb-04 at 10:13You may chain tblend
, interleave
and setpts
filters, while the two inputs to interleave filter are the output of tblend
and the original video:
Example (assuming input framerate is 25Hz):
QUESTION
I would like to be able to robustly stop a video when the video arrives on some specified frames in order to do oral presentations based on videos made with Blender, Manim...
I'm aware of this question, but the problem is that the video does not stops exactly at the good frame. Sometimes it continues forward for one frame and when I force it to come back to the initial frame we see the video going backward, which is weird. Even worse, if the next frame is completely different (different background...) this will be very visible.
To illustrate my issues, I created a demo project here (just click "next" and see that when the video stops, sometimes it goes backward). The full code is here.
The important part of the code I'm using is:
...ANSWER
Answered 2022-Jan-21 at 19:18The video has frame rate of 25fps, and not 24fps:
After putting the correct value it works ok: demo
The VideoFrame api heavily relies on FPS provided by you. You can find FPS of your videos offline and send as metadata along with stop frames from server.
The site videoplayer.handmadeproductions.de uses window.requestAnimationFrame() to get the callback.
There is a new better alternative to requestAnimationFrame. The requestVideoFrameCallback(), allows us to do per-video-frame operations on video.
The same functionality, you domed in OP, can be achieved like this:
QUESTION
In my Facebook Video Downloader
android application i want to show video resolutions like SD, HD with size. Currently i am using InputStreamReader
and Pattern.compile
method to find SD and HD URL of video.
This method rarely gets me HD link of videos and provides only SD URL which can be downloaded.
Below is my code of link parsing
...ANSWER
Answered 2022-Jan-26 at 12:11Found a solution for this so posting as answer.
This can be done by extracting Page Source
of a webpage and then parsing that XML and fetching list of BASE URLs.
Steps as follow:
1- Load that specific video URL
in Webview
and get Page Source inside onPageFinished
QUESTION
So I have a page with a grid layout, with a header and a footer and a black content container in the middle.
...ANSWER
Answered 2022-Jan-21 at 00:571fr
The first thing you need to know is that 1fr
is equivalent to minmax(auto, 1fr)
, meaning that the container won't be smaller than its content, by default.
So, start by replacing 1fr
with minmax(0, 1fr)
. That will solve the overflow problem.
QUESTION
I'm having regularly issue with hvc1 videos getting an inconsistent number of frames between ffprobe info and FFmpeg info, and I would like to know what could be the reason for this issue and how if it's possible to solve it without re-encoding the video.
I wrote the following sample script with a test video I have
I split the video into 5-sec segments and I get ffprobe giving the expected video length but FFmpeg gave 3 frames less than expected on every segment but the first one.
The issue is exactly the same if I split by 10 seconds or any split, I always lose 3 frames.
I noted that the first segment is always 3 frames smaller (on ffprobe) than the other ones and it's the only consistent one.
Here is an example script I wrote to test this issue :
...ANSWER
Answered 2022-Jan-11 at 22:08The source of the differences is that FFprobe counts the discarded packets, and FFmpeg doesn't count the discarded packets as frames.
Your results are consistent with video stream that is created with 3 B-Frames (3 consecutive B-Frames for every P-Frame or I-Frame).
According to Wikipedia:
I‑frames are the least compressible but don't require other video frames to decode.
P‑frames can use data from previous frames to decompress and are more compressible than I‑frames.
B‑frames can use both previous and forward frames for data reference to get the highest amount of data compression.
When splitting a video with P-Frame and B-Frame into segments without re-encoding, the dependency chain breaks.
- There are (almost) always frames that depends upon frames from the previous segment or the next segment.
- The above frames are kept, but the matching packets are marked as "discarded" (marked with
AV_PKT_FLAG_DISCARD
flag).
For the purpose of working on the same dataset, we my build synthetic video (to be used as input).
Building synthetic video with the following command:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install uTextureSendReceive
To begin using the package add a TextureReceiver or TextureSender component to your project. Both components share some common properties, such as the port used for TCP/IP connection and the Message byte length that indicates the size of each video chunk sent and received. All classes and properties are encapsulated under the TextureSendReceive namespace. The texture sender component accepts connection from receivers for streaming and, encodes textures and sends them over TCP/IP. Once the sendTexture, an instance of 2DTexture, is assigned with a SetSourceTexture(Texture2D sendTexture) the TextureSender will send the contents of the texture once per frame. Begin by adding a TextureSender component to a new or existing GameObject and configure the port and Encoding. By default, the component is configured to encode textures as JPGs. It's recommended that you stick to JPGs unless strictly required as this cuts the encoding size by roughly half. Streaming a texture is done in code and only requires a single line for setting the streaming source texture. The SetSourceTexture(Texture2D sendTexutre) accepts an instance or 2DTexture and will continuously read from it once it's initialized. The texture sender component connects to remote senders and accepts texture frames over TCP/IP, currently there's no distinction between senders to handle multiple sources but that might change in the future. Once the receiveTexture, an instance of 2DTexture, is assigned with a SetTargetTexture(Texture2D sendTexture) the TextureReceiver will write each received frame to the target texture. Note that the texture will be automatically resized to fit the received frame. Begin by adding a TextureReceiver component to a new or existing GameObject and configure the ip, port and Encoding. By default, the component is configured to send over localhost (127.0.0.1) and you can see a working setup of local streaming in the example scenes. Receiving a texture, like streaming, is done in code and only requires a single line for setting the target receiving texture. The SetTargetTexture(Texture2D sendTexutre) accepts an instance or 2DTexture and will continuously write to it as new frames are received.
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