未验证 提交 9cc3a532 编写于 作者: K Kazuki Matsumoto 提交者: GitHub

[skip ci] Furioos compatibility (#458)

上级 98f6c22f
......@@ -27,11 +27,10 @@ Please see [Requirements](com.unity.renderstreaming/Documentation~/index.md#requ
### Furioos compatibility
**Unity Render Streaming** is also supported natively by Furioos platform https://www.furioos.com/ .
That means that you can easily build a RenderStreaming application, upload it on Furioos and enjoy all the features of RenderStreaming without worrying about the deployment and scalability issues of your project.
To do so, the requirement is to select "FurioosSignaling" in the "Signaling server type" parameter of the RenderStreaming script.
This allow your application to connect to Furioos services when running on the managed virtual machines.
Then just build a standalone Windows version of your application, zip it and upload it on your account at https://portal.furioos.com/ .
**Unity Render Streaming** is also supported natively by **Furioos** platform https://www.furioos.com/ .
That means that you can easily build a Unity application, upload it on **Furioos** and enjoy all the features of **Unity Render Streaming** without worrying about the deployment and scalability issues of your project.
Please see [Furioos Tutorial](com.unity.renderstreaming/Documentation~/tutorial.md#deploy-to-furioos) section to find out how it works.
### License
......
import Signaling, { WebSocketSignaling } from "../../js/signaling.js";
import * as Config from "../../js/config.js";
import * as Logger from "../../js/logger.js";
import uuid4 from 'https://cdn.jsdelivr.net/gh/tracker1/node-uuid4/browser.mjs';
// enum type of event sending from Unity
var UnityEventType = {
SWITCH_VIDEO: 0
};
function uuid4() {
var temp_url = URL.createObjectURL(new Blob());
var uuid = temp_url.toString();
URL.revokeObjectURL(temp_url);
return uuid.split(/[:\/]/g).pop().toLowerCase(); // remove prefixes
}
export class VideoPlayer {
constructor(elements) {
const _this = this;
......
......@@ -54,15 +54,11 @@ Please check [this page](samples.md).
## Project template
Project templates are on the [**GitHub Release** page](https://github.com/Unity-Technologies/UnityRenderStreaming/releases/tag/3.0.2-preview). Please see [this instruction](template.md).
Project templates are on the [GitHub repository](https://github.com/Unity-Technologies/UnityRenderStreaming).
## Furioos compatibility
> [!NOTE]
> This is an experimental feature.
**Unity Render Streaming** is also supported natively by **Furioos** platform https://www.furioos.com/ .
That means that you can easily build a Unity application, upload it on **Furioos** and enjoy all the features of **Unity Render Streaming** without worrying about the deployment and scalability issues of your project.
**Unity Render Streaming** is also supported natively by Furioos platform https://www.furioos.com/ .
That means that you can easily build a RenderStreaming application, upload it on Furioos and enjoy all the features of RenderStreaming without worrying about the deployment and scalability issues of your project.
To do so, the requirement is to select "FurioosSignaling" in the "Signaling server type" parameter of the RenderStreaming script.
This allow your application to connect to Furioos services when running on the managed virtual machines.
Then just build a standalone Windows version of your application, zip it and upload it on your account at https://portal.furioos.com/ .
\ No newline at end of file
Please see [Furioos Tutorial](tutorial.md#deploy-to-furioos) section to find out how it works.
\ No newline at end of file
......@@ -95,6 +95,26 @@ You can see the Unity scene on the browser, and control a camera in the Unity sc
![Video player sample on the browser](images/browser_videoplayer.png)
## Deploy to Furioos
As you may already know, **Unity Render Streaming** has a Furioos-compatible signaling option. This means that you can build a dedicated version of your application, host it on **Furioos**, and share it with thousands of customers who will enjoy all the features of **Unity Render Streaming**. But you will **not** have to deal with any of the difficulties of setting up a private server, a machine in the cloud or manage the scalability of your solution.
To do so, the requirement is to select "FurioosSignaling" in the "Signaling server type" parameter of the [RenderStreaming](components.md#render-streaming) component.
This allow your application to connect to Furioos services when running on the managed virtual machines.
![Selecting FurioosSignaling](images/furioos_signaling.png)
Then just build a **standalone Windows version** of your application, and zip it! Don't try to build iOS, Android, linux or whatever version of your app, **Furioos only support Windows applications**. Also, be sure to zip the whole exported folder with all files and sub-folders, not just the ".exe" file.
![Selecting FurioosSignaling](images/furioos_zip_folder.png)
Finally just upload it on your account at https://portal.furioos.com/ .
If you need futher help to upload your application on **Furioos**, please follow [this tutorial](https://support.furioos.com/article/adding-an-application-on-furioos/).
You can check the stream type on https://portal.furioos.com/ by clicking to the "more options" button in the toolbar.
![Selecting FurioosSignaling](images/furioos_stream_type.png)
## After tutorial
About general questions, please see [FAQ](faq.md) page. And you are available for discussions about Unity Render Streaming on [Unity Forum](https://forum.unity.com/forums/unity-render-streaming.413).
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......@@ -171,7 +171,7 @@ namespace Unity.RenderStreaming.Signaling
if (msg.status == "SUCCESS")
{
Debug.Log("Signaling: Slot signed in.");
this.WSSend("{\"type\":\"furioos\",\"task\":\"enableStreaming\",\"streamTypes\":\"WebRTC\",\"controlType\":\"RenderStreaming\"}");
this.WSSend("{\"type\":\"furioos\",\"task\":\"enableStreaming\",\"streamType\":\"RenderStreaming\",\"streamProtocols\":[\"WebRTC\"],\"controlsTypes\":[\"RenderStreaming\"]}");
OnSignedIn?.Invoke(this);
}
......
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