FramePlayer Class

Description

MonoBehaviour which controls InputFramePlayer and VideoInputFramePlayer in the scene, providing a few extensions in the Unity environment. There is no need to use InputFramePlayer or VideoInputFramePlayer directly.

It will be used when AssembleOptions.FrameSource is AssembleOptions.FrameSourceSelection.FramePlayer or when ‘Frame Player’ is selected in the ‘Session Validation Tool’ from DiagnosticsController inspector (editor only).


MonoBehaviour Messages

private void Awake()

private void OnEnable()

private void OnDisable()

private void OnApplicationPause(bool pause)

private void OnDestroy()


Fields

FilePathType

C#

public WritablePathType FilePathType

File path type. Set before FramePlayer.Play .

FilePath

C#

public string FilePath

File path. Set before FramePlayer.Play .


Properties

IsCompleted

C#

public bool IsCompleted { get; }

Whether the playback is completed.

Length

C#

public Optional<double> Length { get; }

Total expected playback time. The unit is second.

Time

C#

public double Time { get; }

Current time played.

IsSeekable

C#

public bool IsSeekable { get; }

Whether the current playback time point can be relocated. If recording halts improperly, index data to set playback time point may be missing.

IsSpeedChangeable

C#

public bool IsSpeedChangeable { get; }

Whether the playback speed can be changed.

Speed

C#

public double Speed { get; set; }

Current playback speed.

OriginCandidate

C#

public XROriginController OriginCandidate { get; set; }

ARSession.Origin candidate. It will be automatically get from the scene or generate if not set.

CameraCandidate

C#

public Camera CameraCandidate { get; set; }

FramePlayer.Camera candidate. It will be automatically get from the scene or generate if not set.

IsHMD

C#

internal protected override bool IsHMD { }

Provide only when creating a new frame source. It will only be accessed during ARSession.Assemble .

If the frame source represent head mounted displays. If true, diagnostics will be displayed on a 3D board in from of camera.

Some frame filter may work different on devices.

Camera

C#

internal protected override Camera Camera { }

Provide only when creating a new frame source. It will only be accessed during ARSession.Assemble .

On desktop or mobile phones, it represents the Camera in the virtual world in reflection of real world camera device, its projection matrix and transform will be set to reflect the real world camera, and it is controlled by EasyAR. On head mounted displays, it is only used to display some diagnostics message in front of your eyes, it is not used for camera image rendering, it is not controled by EasyAR.

IsCameraUnderControl

C#

internal protected override bool IsCameraUnderControl { }

Provide only when creating a new frame source. It will only be accessed during ARSession.Assemble .

When the value is ture, the session will update camera transform depending on the center mode and render camera images.

When creating a HMD extension, it should be false. You should have full control of the 3D camera in the scene. You should handle camera rendering, especially in VST.

Display

C#

internal protected override IDisplay Display { }

Provide only when creating a new frame source. It will only be accessed during ARSession.Assemble .

Provide display system information. You can use Display.DefaultSystemDisplay or Display.DefaultHMDDisplay for default display.

IsAvailable

C#

internal protected override Optional<bool> IsAvailable { }

Provide only when creating a new frame source. It will only be accessed during ARSession.Assemble .

If the frame source is available.

If the value equals null, FrameSource.CheckAvailability will be called and the value will be accessed after Coroutine finish.

AvailableCenterMode

C#

internal protected override IReadOnlyList< ARSession.ARCenterMode > AvailableCenterMode { }

Provide only when creating a new frame source. It will only be accessed during ARSession.Assemble .

All available center modes.

CameraFrameStarted

C#

internal protected override bool CameraFrameStarted { }

Provide only when creating a new frame source. It will be accessed during the whole life time of ARSession .

If the camera frame has started to input.

DeviceCameras

C#

internal protected override List< FrameSourceCamera > DeviceCameras { }

Provide only when creating a new frame source. It will be accessed when FrameSource.CameraFrameStarted is true.

Device camera to provide camera frame data. The list must contain all cameras if camera frames are provided by multiple cameras.

Make sure the value is correct when FrameSource.CameraFrameStarted is true.


Methods

Play

C#

public bool Play()

Start eif file playback.

Stop

C#

public void Stop()

Stop eif file playback.

Seek

C#

public bool Seek(double time)

Sets current playback time point. The unit is second. If index data is missing, it returns false.

OnSessionStart

C#

private override void OnSessionStart( ARSession session)

Provide only when creating a new frame source. It will only be accessed during ARSession.StartSession .

Handle session start if the frame source was assembled into ARSession.Assembly . It is designed for lazy initialization and you can do AR specific initialization work in the method.

OnSessionStop

C#

private override void OnSessionStop()

Provide only when creating a new frame source. It will be accessed during ARSession.StopSession or other session stop/break procedure.

Handle session stop if the frame source was assembled into ARSession.Assembly . You can use this method to destroy and resources created in ARSession.StartSession and during the session running and resotre inner state. It is ensured to be called before session destroy. If the frame source was destroyed before session, it will not be called and session will break.

CheckAvailability

C#

private virtual System.Collections.IEnumerator CheckAvailability()

Provide only when creating a new frame source. It will only be accessed during ARSession.Assemble .

Coroutine to check frame source availability when FrameSource.IsAvailable equals null.