Live streaming from within your game

Thanks a lot!!!

Great work with the plugin!

Do you have any rough ETA for when iOS and Android support might be done? Iā€™m looking for a plugin that can stream to YouTube and Twitch reliably on all platforms (Windows/macOS/iOS/Android), but especially on mobile.

Unfortunately I donā€™t have an ETA.
Which you can interpret as: it will take quite some time.
Since I have to pivot to using FFmpeg on mobile as well, I donā€™t know yet how long it will take.

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Iā€™ve submitted version 0.1.0.
Changelog:

  • Added GetStatus method
  • Automatically reconnect streaming issues occur
  • Fixed a crash when connection issue occurs

My game is not for mobile devices. Only for PC and Windows.

As your asset is currently in the asset store, is it possible to stream to Youtube and Twitch without any problems?

If it is possible and it doesnā€™t give problems with the current version, I would like to buy it.

Thanks.

Hi @Barritico

It should run fine on Windows.
But if you run into problems with the plugin on Windows just let me know and Iā€™ll have a look at it.

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Hello.

I already bought the asset. I have downloaded the libraries, followed the instructions, but I am getting a problem.

In UNITY EDITOR streaming works. I have tested it with TWITCH and YOUTUBE and it works without problem on both networks. However, in a WINDOWS build it does nothing.

I have tried everything I can think of, but without success. Permissions, checking libraries and stuff. I also canā€™t find the LOG that I should create. I donā€™t know where he keeps it. In EDIT it does appear in the project folder.

I donĀ“t use render pipeline.

Letā€™s see if you can help me figure out what I may be doing wrong.

Thank you so much.

UNITY 2022.3.29f1
WINDOWS 10 PRO 22H2
i7-11700K
64GB RAM
NVIDIA RTX 3060

Hi @Barritico lets see if we can find the cause of this.
What do you mean with ā€˜it does nothingā€™?
Does your app not start, or is only the streaming part not working?

If all goes well, the log file should be placed next to the executable, assuming executable is placed in a directory where the user had write access.

Could you check these folders (replace CompanyName and ProductName) and see if there are any log files available?
%TMP%\CompanyName\ProductName\Crashes
%USERPROFILE%\AppData\LocalLow\CompanyName\ProductName

In the meantime I will also do some checks with a published app, as I have only been working out of the editor for a long time now.

Ha I think I found the issue.
The plugin searches for the FFmpeg dllā€™s so it can print a meaningfull error when those are not found.
Unfortunately that did search in a place that is not available after you publish the app, causing a crash.

Iā€™ve submitted a fixed version, v0.10.1.
Please DM me with your email address is you need a fixed version before its available via the asset store.

It may be a peculiarity of my game. Iā€™m going to do a test with the compiled game now.

For example, in my game (car racing) there are more than 20 cameras on the track that change according to a series of collisions. When a camera is activated, its audio listener is also activated, previously deactivating the previous camera.

How should I deal with this in streamer.cs, which needs an audio listener?

Translated with DeepL.com (free version)

Solvedā€¦

In the folder where I have the game compiled (standalone windows 64) I have created a folder called ASSET

By creating that folder, the connection has been made and the LOG file has been generated.

I suppose that in the plugin there must be some kind of condition that this folder must exist ā€œyes or yesā€.

9890985--1427691--folder.png

Indeed, the plugin tried to search for the FFmpeg dllā€™s in the Assets directory.
Iā€™ve sent you the updated version 0.10.1 which does not do that anymore, but instead fetches the correct directory from Unity.
This works both in the editor and in published applications.

For your question about multiple audio listeners I would have to do some testing.
Maybe we can have a single streamer.cs which is attached to the currently active camera.
Or you could use streamer.cs without attaching it to a camera so it will just capture the screen (as shown in the TestScreenCapture scene).

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Is this compatible to be ran on quest3?

@rgat101 no, Android support is not available yet for this plugin.

Once Android support is available, it should in theory work on a Quest 3 as well as the MediaCodec API is available on those devices.

I have the plugin running on Android with FFmpeg and it is finally able to stream to Youtube!

I need some time to clean things up and update the build pipeline.
But I would be happy to already share a beta release with anyone that is interested in testing it before its officially published.
Please send me a private message if you would like to receive the beta version.

1 Like

Hi all,

Finally I was able to release v0.11.0 which includes Android support!
This is the complete changelog:

  • Added Android support
  • Added support for FFmpeg 7.0
  • Try second video card when the first card is not working on Linux
  • Fixed crash when audio buffers are smaller than 1024 samples

Please upgrade to FFmpeg 7.0 when switching to v0.11.0 or higher.

Hello

I want to know when the Android version will support SRT video streamingļ¼

Thanks for your interest in the plugin @bleed_123.
As there has not been a lot of requests for SRT, it has not been high on the priority list.
I first want to get iOS working, which I hope to finish end of September as I am going on holiday this weekend.
If you like, I can work on SRT after that, so weā€™re probably looking at somewhere in October.

So, short status update from my side.
I have added iOS support to the plugin.
Itā€™s still pretty rough and needs some more testing, but it works.

I noticed an issue with streaming to Youtube which Iā€™m working on right now.
So once that is fixed I will publish a release which will include experimental iOS support.