I am working on a project, where we connect to a remote WebRTC Media source (present within our network) to receive a video stream. We don’t control the source code for the remote WebRTC Media source
We have been able to connect to the remote WebRTC Media source using three different clients [ Javascript Code (in Chrome), React Native and Flutter ] and we were successfully able to receive video stream from the remote WebRTC Media source by just knowing it’s IP address. We did not use a TURN server. We used Websocket to establish the connection to the remote WebRTC Media source.
However, when we tried the same approach in Unity using WebSocketSharp and Unity’s WebRTC library ( WebRTC | WebRTC | 3.0.0-pre.8) , we are not able to receive the video from the remote WebRTC Media source
What I really don’t understand is that we are able to successfully get the video stream in three clients [ Javascript Code (in Chrome), React Native and Flutter ]. We are having issue only in Unity.
Has anyone implemented a Unity project using Unity’s WebRTC library ( WebRTC | WebRTC | 3.0.0-pre.8) & using Websocket instead of a TURN server ?