by imoldfella on 7/25/20, 2:00 PM with 38 comments
by nwah1 on 7/25/20, 2:44 PM
by chrismorgan on 7/25/20, 5:29 PM
by meesterdude on 7/25/20, 5:05 PM
there is also this which allows multiple windows within unity (there's a demo you can try): https://zenfulcrum.com/browser
by Guest81 on 7/25/20, 5:19 PM
by ourcat on 7/25/20, 7:05 PM
It enabled a lot of easy 'shared experiences'. eg: Watching a live video stream of an event with people, or group presentations etc.
by robterrell on 7/26/20, 12:03 AM
Sounds like Unity has changed enough under the hood that the technique I used (calling gl_bind() behind Unity's back, using the texture ID you pass in, to basically write to the texture Unity is using for your mesh) no longer works.
by callumprentice on 7/26/20, 1:14 AM
I recently updated it to use Chromium 81 and would have updated it to the most recent version (84) if there weren't some non-trivial changes needed to make video/audio streaming work again.
It's what we use in Second Life and would welcome other users' comments to help improve it.
by dleslie on 7/25/20, 6:46 PM
by gfxgirl on 7/26/20, 1:38 AM
Oculus Rift has in game browser built into their OS. In any game and any time I can pull up a browser in VR (or any desktop app). Pin a walkthru up. Pin up video chat with a friend.
It seems like browser in VR would be better served at an OS level. The OS could provide a way for the app to request VR be placed in the scene. Ideally it happens in a way the app can't look at the screen since a game shouldn't be able to look at the contents of your browser window.
by jayd16 on 7/26/20, 1:46 AM
I don't think this is necessary. You should be able to make Texture objects that ref existing native textures in Unity and I've been able to use OES_EGL_image_external extensions to sample Android decoded video textures sampled from Unity shaders.
Its not the most widely available option but the perf is much better.
by arendtio on 7/25/20, 8:23 PM
by twoodfin on 7/25/20, 3:55 PM
by bzb3 on 7/25/20, 3:24 PM