fix(mediaplayer): rtsp default and video output documentation - #992
Open
towneh wants to merge 1 commit into
Open
fix(mediaplayer): rtsp default and video output documentation#992towneh wants to merge 1 commit into
towneh wants to merge 1 commit into
Conversation
The streaming example now defaults to rtsp://. VRCDN's own guidance is that it is the better choice: it follows the RTSP spec more closely, and the player already negotiates UDP first, falling back to RTP interleaved over the TCP control channel on refusal, a socket error or the no-data timer. A host that fails UDP is remembered, so later loads go straight to TCP. rtspt:// pins TCP-interleaved and never probes, which is still what you want on a host or network where UDP never works. The prefabs serialise empty URLs, so this changes a freshly added component only. The README covered protocols, codecs, delivery, audio and sync but stopped at the point where a frame reaches a screen, which left the shader contract behind letterboxing undocumented. FitInside scales the bar axis past 1 on purpose, and only the Basis/Media Player Video shader renders those out-of-range UVs black. On any other material the frame texture's clamped edge texel is smeared across the bar instead, and nothing said why. The new section covers the two output sinks, the shader, the aspect modes and which of them are safe on an arbitrary material, display aspect and its transform-scale caveat, projection, orientation, picture controls, and what a custom screen shader has to implement: the texture ST carries aspect, stereo-eye selection and flips, while Equirect360, VR180 and Fisheye need their own mapping keyed off BASIS_PROJ_EQUIRECT, BASIS_PROJ_VR180 or BASIS_PROJ_FISHEYE. Several existing claims are also brought back in line with the code: - the directly-playable extension list was missing .m4v, .m4a, .webm, .opus and .mp3, so it understated what loads without a resolver - MP3 had no row in the supported-URL table - the Windows bullet named only AAC, omitting MP3 and Opus - audio-only playback listed WAV alone - AnalysisFeed, which lets per-source analysers such as AudioLink read the stream back, was undocumented - the RTMP limit named RTSPT as a primary path, contradicting the transport table Known limits gains an entry for the projection modes that set a shader keyword no bundled shader implements, and for the picture controls that need a shader declaring them.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
The package README documented protocols, codecs, delivery, audio and sync, then stopped at
the point where a decoded frame reaches a screen. That left the shader contract behind
letterboxing undocumented:
FitInsidescales the bar axis past 1 on purpose, and onlyBasis/Media Player Videorenders those out-of-range UVs black. Put the video on any othermaterial and the frame texture's clamped edge texel is smeared across the bar instead, with
nothing in the docs to say why.
This adds a Video output (screens and UI) section covering the two sinks, the shader and
why the screen material matters, the aspect modes and which are safe on an arbitrary
material, display aspect and its transform-scale caveat, projection, orientation, picture
controls, and what a custom screen shader has to implement.
It also brings several existing claims back in line with the code:
.m4v,.m4a,.webm,.opusand.mp3, understating what loads without a resolverAnalysisFeed, which lets per-source analysers such as AudioLink read the stream back,was undocumented
Known limits gains an entry for the projection modes that set a shader keyword no bundled
shader implements, and for the picture controls that need a shader declaring them.
One behaviour change:
BasisMediaPlayerStreamingnow defaults tortsp://rather thanrtspt://. VRCDN's own guidance is thatrtsp://is the better default, being truer to theRTSP spec, and the player already negotiates UDP first and falls back to RTP interleaved
over the TCP control channel on refusal, a socket error or the no-data timer, remembering a
host that fails UDP so later loads go straight to TCP.
rtspt://still pins TCP-interleavedfor hosts or networks where UDP never works. The prefabs serialise empty URLs, so this
affects a freshly added component only.
Required checks
All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under Notes.
TransformAccessArrayor are otherwise batched. I have not added per-frametransform.position/transform.rotation/transform.localPositioncalls inside loops. Whenever I need both position and rotation, I use the combined APIs —SetPositionAndRotation/SetLocalPositionAndRotationfor writes,GetPositionAndRotation/GetLocalPositionAndRotationfor reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two.Resources.Load, no direct asset references that pull large content into memory on scene load.GetComponent/AddComponentwhere avoidable — Where unavoidable, the result is cached on a field, and anyGetComponent<T>is replaced withTryGetComponent<T>(out var x)— bareGetComponentwill be denied.TryGetComponentis the modern API (Unity 2019.2+) and skips the Editor-only GC allocationGetComponentcauses when a component is missing: Unity wraps thenullreturn in a managed "fake null" object so its overloaded==operator can still detect destroyed C++ objects, and constructing that wrapper allocates;TryGetComponentreturns aboolplusoutparameter and never builds the wrapper. None of these calls run insideUpdate,LateUpdate,FixedUpdate, jobs, or other per-frame code paths.BasisEventDriver— Any new per-frame work hooks intoBasisEventDriverrather than adding standaloneUpdate/LateUpdate/FixedUpdatecallbacks on a MonoBehaviour.BasisEventDriveris bulletproof, or guarded bytry/catch—BasisEventDriverruns the single per-frame tick that drives the whole framework (network apply, local player sim, blendshapes, JigglePhysics, nameplates, and more) as one sequential chain. An unhandled exception anywhere in that chain aborts the rest of the tick, so every step after the throwing one is silently skipped for that frame. New work added to the driver must either be guaranteed not to throw, or be wrapped in atry/catchthat contains the failure and surfaces it throughBasisDebug— logged once / rate-limited, never every frame (see the existingHVRBasisBuiltInAddresses.Simulate()guard for the pattern). Expect this to be scrutinized closely in review.{ get; set; }properties or access lockdowns — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things offprivate/internalwithout a real reason. Don't wrap a field in{ get; set; }when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For.Instancesingletons, callers reassigningType.Instanceis allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call.BasisLocalCameraDriver— Code that needs the local camera (transform, projection, rig data, etc.) pulls it fromBasisLocalCameraDriverrather than looking one up itself. Don't roll a separate camera discovery path.BasisDebug— All new logging calls go throughBasisDebug.Log/BasisDebug.LogWarning/BasisDebug.LogError(with an appropriateLogTag) instead ofUnityEngine.Debug.Log/Debug.LogWarning/Debug.LogError.BasisDebugroutes through Basis's tagged, color-coded logger and respects the project-wideLoggingDisabledtoggle so logging can be killed at runtime; bareDebug.Logcalls bypass that and will be denied.FindObjectOfType/FindObjectsOfType/GameObject.Find/FindGameObjectsWithTagto locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under Notes.newon reference types, no LINQ, nostringconcatenation/interpolation, no boxing, noforeachover interface-typed collections. Allocate once at init and reuse the buffer.BasisDebug. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind#if UNITY_EDITORand remove (or leave gated) before merge..Count(lists) /.Length(arrays) into a localintbefore the loop instead of re-reading the property each iteration. PreferT[](with a separate length int when the array is over-sized) overList<T>where the data is hot — Unity's mono BCL doesn't exposeCollectionsMarshal.AsSpan(List<T>), so a list can't be fed intoSpan<T>/ unsafe paths cleanly. Where the perf justifies it, drop intoSpan<T>/reflocals /Unsafe.As/unsafepointer code to skip bounds checks and copies, and call out the invariants you're relying on under Notes so reviewers can sanity-check them.Testing details
Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge.
Input / control mode coverage:
Where applicable, confirm these flows still work after your changes:
Notes
This is a documentation change plus one default string value in an example component, so
most required boxes are N/A and ticked as such: no new runtime code, no transform access,
no asset loading, no
GetComponent, no per-frame work, no logging, no scene discovery, nohot paths.
On Tested — the docs half carries no runtime risk. The
rtsp://default has not beenexercised against VRCDN on this branch; the negotiation path it relies on is pre-existing
and unchanged, so the behavioural difference is that a freshly added component now probes
UDP once before settling rather than pinning TCP from the start.
BasisMediaPlayer.CurrentTransportreports which transport won, and the Console logs it once per load.
The documentation describes current behaviour, including three gaps it would otherwise
paper over: the
Equirect360/VR180/Fisheyemodes set aBASIS_PROJ_*keyword thatno bundled shader implements, so they render flat; the
Picturecontrols need a shaderdeclaring the
_Basis*floats, whichBasis/Media Player Videodoes not, so only the UIpath's Brightness currently applies; and
DisplayAspectOverrideat 0 derives the displayaspect from the renderer's local bounds, which exclude transform scale.