Select this option to generate WebGL code that takes the least amount of time to build. ![]() Select the optimization mode to use for compiling the WebGL code. Use this setting only when you want to test your application because development builds don’t minify content, they’re large to distribute. When you enable this, Unity sets the DEVELOPMENT_BUILD scripting define. More info See in GlossaryĮnable this setting to include scripting debug symbols and the Profiler in your build. Uses DXT format, which is widely supported on desktop devices.ĭevelopment Build A development build includes debug symbols and enables the Profiler. Uses ASTC format, which is widely supported on mobile devices. Uses ETC2 format, which is widely supported on mobile devices. It uses the texture compression format you set in the Player settings Settings that let you set various player-specific options for the final game built by Unity. For more information, refer to WebGL texture compression. More info See in Glossary format to use for the build. The texture compression 3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling. See Texture Compression, Animation Compression, Audio Compression, Build Compression. Texture Compression A method of storing data that reduces the amount of storage space it requires. ![]() More info See in Glossary supports the following settings: Setting The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. The Unity build system for WebGL A JavaScript API that renders 2D and 3D graphics in a web browser. Build and Run: Builds your application in a Player, and opens that Player on your target platform.Build: Builds your application into a Player.When you have configured the Build Settings, choose one the following options: In the Platform list, select WebGL and then click Switch Platform. This section contains information that completes the information in this page, or points you to documentation that explains other aspects to this product.To create a build for WebGL, go to File > Build Settings from Unity’s main menu. To use this code for streaming data from your particular custom audio source, modify the readBuffer() method to read the audio data from your source, instead of a raw audio file. You hear the audio file streamed to the web demo app. In onFrameAvailable convert surfaceTexture data to a VideoFrame. In onSurfaceTextureAvailable set SurfaceTexture of the custom video source to previewSurfaceTexture. In onSurfaceTextureAvailable enable the video source and set its parameters. If this is the first time you run the project, grant microphone and camera access to your app.Īdd code to the basic framework presented above, to do the following: A moment later you see the project installed on your device. In Android Studio, open app/java/com.example./MainActivity, and update appId, channelName and token with the values for your temporary token.Ĭonnect a physical Android device to your development device. To create the environment necessary to implement custom audio and video into your app, open the SDK quickstart Video Calling project you created previously. To follow this procedure you must have implemented the SDK quickstart project for Video Calling. The figure below shows the workflow you need to implement to stream a custom video or audio source in your app. Video SDK enables you to push processed audio and video data to the subscribers in a channel. To manage the capture and processing of audio and video frames, you use methods from outside the Video SDK that are specific to your custom source. To set an external audio or video source, you configure the Agora Engine before joining a channel. You need flexible device resource allocation to avoid conflicts with other services.You need to process the captured audio or video with a pre-processing library for audio or image enhancement.You want to use a non-camera source, such as recorded screen data. ![]() Your app has its own audio or video module.However, there are certain scenarios where you want to integrate a custom audio or video source into your app, such as: By default, Video SDK uses the basic audio and video modules on the device your app runs on.
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