> Initially, the Runtime Fee sought to charge developers a per install tariff once projects had passed certain milestones. It was a decision that left many users reeling, resulting in a colossal backlash (…)
> Any install, any reinstall, any installation on a second device, each and every one slap the dev with a fee. It gets dumber, because that cracked copy of your game on the high seas still incurs a fee when the pirate installs it.
You might think we're at peak stupidity. You might think anyone who makes anything with Unity is a "fucking idiot" (the CEO certainly does), but we're not done yet.
It's retroactive. (…)
Side note--is there any way to access reddit now for people who refuse to log in or get the app? Old reddit asks tells me I have to use new reddit for "security" and new reddit says "Get the app to keep using Reddit".
On mobile ? Not really. Their website is mobile cancer, and their app is barely better. I'm impressed at how bad it is, and it's not even about "pushing more ads" but "controlling what people see". That's also why they've removed r/all.
There is Redlib[0], an open source alternative Reddit frontend, with many public instances[1], e.g. https://redlib.catsarch.com/
There is also LibRedirect[2] (or PrivacyRedirect, although I for one have no experience with that), a browser extension that automatically redirects reddit.com URLs to your Redlib instance of choice (it also does the same for other platforms, configurable).
Allowing third-party "app stores" is completely useless when all apps must be approved by the operating system company.
It's also being abused by google (technically, will be, very soon), I guess they saw that since the legal framework for this kind of thing has now been written, they can do it too.
There was no oversight. The EU told Apple the CTC did not comply with the law. Apple's new scheme still seems bad but I don't think this is the end of it.
Google just got fined €430 million for a very similar fee scheme, practically copied from Apple, so it's highly unlikely that Apple will get away with it forever. Theoretically Apple should have a monster fine brewing since they're a repeat offender and it should be retroactively applied.
Would it not be more efficient to create the decoder in-process, then you could feed it the bitstream via a compute buffer, and the video would be rendered to a texture.
Don't forget to build 'correct' ELF64 binaries for broad elf(glibc)/linux distro support (-static-libgcc -static-libstdc++, and tight glibc ABI version control with binutils VERSION scripts).
For a sandbox game this is very useful, where you can spawn video players in-game. For social games (like VRChat) this is also great since synced video playback is a very popular feature for people to watch content together in VR.
Unity includes its own video player implementation ( https://docs.unity3d.com/Manual/Video.html ), so presumably you'd mainly want to use VLC for wider range of supported codecs?
Basically. Unity video player is fine if you control the content. The other very reasonable option is to funnel shared content through a synced web browser interface. I've developed a few collaborative XR applications, and have used a blend of things to support sharing.
RTSP support, twitch-style in-game visio, any kind of non-game Unity apps (there are many), 360 video playback, mediaplayer in VR headset, simulators of all kinds, etc..
I don't know why, but on windows, the first time I start VLC after a windows boot, it takes about 5s to 8s to open a video file, any sort of video file
I suspect it's a graphics driver issue, or something else
It's caused by a stale plugin cache, which somehow triggers a blocking windows defender scan on application launch.
I only managed to figure that out thanks to this[1] reddit comment, which also includes a solution:
Noticed this a while back with 3.0.23. Managed to troubleshoot via debug logs.
Basically the plugin cache goes stale and has to rebuild itself every first launch. No clue why.
To fix: go to C:\Program Files\VideoLAN\VLC (or wherever you installed) with a terminal in administrator mode.
run the command: ./vlc-cache-gen.exe "C:\Program Files\VideoLAN\VLC\plugins"
That will rebuild the plugins.dat file which should fix it.
VRChat folks will love this. Videoplayers are embedded into Unity scenes aka "maps" as a regular imported lib. The videoplayer is a drawn surface where users can see video playback. Most commonly used for streaming live music from a stream like Twitch.
Forgive me for my ignorance - but my understanding is that VLC is a frontend for ffmpeg, and even ffmpeg is 'just' a wrapper for hardware video decoders such as NVDEC when viewing supported codecs, like h264/5.
Video game programming with unity was an absolute nightmare to try and get working with any kind of gitops and or with multiple people working on the same code base a couple of years ago
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