This is a problem I have in both 5.6 using the VideoClip/VideoPlayer and in previous versions of Unity using other video playback implementations.
The core problem is 360 video that plays back cleanly and without major stitching problems across major players (ViveVideo, YouTube etc…) does not stitch properly onto Sphere Mesh in Unity - particularly at the North and South poles of the mesh. The same result is created with all different resolutions and codecs.
So the problem would seem to be in the mapping of the video/photo to the Sphere Mesh.
Is there a method to apply equirectangular 360 video (or photos) to a 360 Sphere Mesh that matches the methods used in the current (non-unity) players?
Performance wise the 5.6 update is great, with clean playback of 4k video at good fps.
Try creating or getting your hands on a Quad Sphere instead of the native Unity one, it’s Poly’s and UV’s are equal across the entire sphere so you won’t get pole distortion (Unity should make this a primitive in Unity along with the normal sphere, especially now that the VideoPlayer in 5.6 is here and people are using it for 360 video)
I have a same problem… I think that problem is because low-polycount sphere. I think to try create a very high-poly sphere and UV it… Then import it to Unity. I think this will solve the issue.
I’ll try to convert my equirectangular projection to cube map (6 sides) and create a cube and project 360-video cubemap inside a cube (not in sphere). This will also help if the first method wont work.