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h265 Video support

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Samsung GearVR devices have h265 encoded video playback ability. Support for videos encoded using h265 HEVC would allow me to use Unity and reduce my deployed asset file sizes by 35-50%. As it is, I currently need to develop the app using the Oculus mobile native framework.

Comments (4)

  1. E54edd447da1a24417b7ab5676aca1a9?d=mm

    glenneroo

    Jul 01, 2018 20:39

    Is there any update on H.265 integration?

  2. 563b4f4b4604270821ea2ce43e950873?d=mm

    LostPanda

    Apr 29, 2018 14:08

    please add h265 in win,thanks

  3. 6be6452a8a95e892b4830be57562bb61?d=mm

    jarileon

    Feb 19, 2018 12:08

    Is there any estimate when the H.265 support would be added to Unity?

  4. 0f170d49c30bc53839f1d81bfd1244e4?d=mm

    DominiqueLrx

    Jan 22, 2018 18:32

    Hi!

    The work to do to support H.265 is platform-dependent. For example, on Microsoft Platforms (Media Foundation), H.265 will only decode into a specific image channel layout (called NV12), which differs from the one we have implemented for H.264 support (YV12). NV12 is supported for both H.264 and H.265 so when we have time to do this, we’ll get H.265 support on Microsoft platforms. A similar analysis will have to be done for each platform and we simply didn't have time to do it yet.

    For Android, I haven’t seen what would cause the video to not work on the device. However, since the video won’t work in the editor (for the reason explained above), you could try putting the H.265 video in StreamingAssets. You can then read it from there in the game, using the Application.streamingAssetsPath to have the VideoPlayer point to it. The VideoPlayer has a url field that also accepts file paths so you are not forced to only play imported VideoClips.

    If this works, then this could be a workaround you use until we introduce official support for this codec.

    Hope this helps!

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