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The release of Unity 2017.3 marked another step in our commitment to empowering filmmakers to create truly interactive 360 videos.

Creators can now bring a 360 2D or 3D video into Unity and play it back on the Skybox Panoramic Shader to create standalone 360 video experiences targeting VR platforms. Additionally, Unity now offers built-in support for both 180- and 360-degree videos in either an equirectangular layout (longitude and latitude) or a cubemap layout (6 frames).

With Unity you can build real-time effects, interactions and UI on top of your videos to achieve a highly immersive and interactive experience. To make this process even easier, we have just released the Interactive 360 Video Sample Project on the Asset Store. It’s a free download and we encourage creators interested in making interactive 360 videos to give it a try.

The Sample Project contains scenes, Prefabs, code, and video files that can be used by anyone who wants to learn how to build interactive 360 video experiences for mobile or desktop VR. The project shows you how to use Unity’s UI system and Video Player, and how to get input data from VR controllers.

In the project are two ready-to-build scenes for gaze-based interactions, which work with Oculus, OpenVR (Vive), Android (Samsung Gear VR, Google Daydream, Google Cardboard) and iOS (Cardboard). The project also includes sample scenes for Oculus+Touch and Google Daydream controller configurations.

Getting started: Import your own 2D or 3D videos

You can start a project by importing your own 360 videos in either 2D (monoscopic) or 3D (stereoscopic) formats. The Sample Project also supports 180 videos.

To get started using the Interactive 360 Video Sample Project:

  1. Download Unity 2017.3 here.
  2. Download the project here.
  3. Watch the tutorial video below
  4. Add your 360 masterpieces to the project and start building.

Learn more about Unity for 360 video and how esteemed creators are already using Unity for their award-winning projects.

We will be hosting a live web training session on building interactive 360 videos on February 28. Mark your calendars!

 

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  1. Very informative video. Just one question, how do I add a new button?

  2. Tried the sample project using my own videos. Both Main Menu Editor and Main Menu Gaze works fine on Unity Editor, but when I build and run for Android, i get the Unity Logo, then just a black screen. I’ve tried building for Cardboard, as well as for GearVR (using Cardboard and Oculus SDK). Both getting the Unity Logo then black screen. Stuck on what to do.

  3. Hi, this might be a redundant question, since there are general rules for this, but can these assets be adjusted and used commercially?

  4. Navdeep Rajwanshi

    February 14, 2018 at 4:55 pm

    Hi Sarah, I have imported my 360 videos, but do not get sound in the scene, playing them with the video player does produce sound.

    1. I had similar problem.
      What worked for me are these 2 steps process:
      – dropping the video source under Track 0 [2 ch] inside the Video Player component
      – adding Audio Source to the Video Player

      1. Additional note on the first step:
        – dropping the video source… (drag and drop Video from the Hierarchy window into the Inspector window)

  5. Each new Unity release has many new existing improvements and changes. This blog article is a nice example that shows up a particular new feature and explains how to use it. Especially the video tutorial.

    I wish Unity makes individual articles like this one about all the new existing features, improvements and changes. One by one. An article that is also a tutorial. Simple to attach to the learning section as a link.

  6. Thank you, totally usefull!
    Is it possible to have also the scene with gazebo and birds that is used in the video presentation of the new 360 functions? It’s a very interesting example that can be usefull to study.

  7. Hi guys.
    Nice example and experience. I want to ask, which camera you used for shooting 360 video?
    Thx

  8. Get errors: VideoClip import error, Error while reading movie and WindowsVideoMedia error 0xc00d5312

  9. Same experience. I am using the newest Xcode, Unity 2017.3 and I am not able to run this sample project on my iPhone 8+. I tried to remove the Metal support. No difference.

  10. When running the example on GearVR it gives an error APK not signed (even though I’ve put the osig files where they belong and they work on other projects). Also when building gives error that you must have daydream or cardboard in your xr settings (what’s the point when building for GearVR)

    1. Check to make sure the Oculus SDK is being used in your XR settings (when you have already switched your build settings to Android) and remove Daydream. You can find XR settings under Player Settings.

      1. Hi Sarah, thanks for the reply!

        I’m just getting back at this, reimported the project and still getting the same results. I am attaching a link for you to see my settings.

        https://imgur.com/EeJgui4

        Once again:

        I have Android build in settings
        Osig files are in place, couple of them as I tried on few devices – same result, doesn’t matter if I have only one or all of them.

        Oculus SDK is set up and I’ve deleted the Daydream – this results in the error from the console when building, that I have to include Daydream/Cardboard

        If I have both Oculus (placed above) and Daydream/Cardboard SDK the build succedes, but I get the “Thread priority exception, make sure APK is signed” error when launching the app on GearVR.

  11. I’m trying to build and test the sample on my iPhone X. It starts and I can see the buttons, I select one of the but after the message loading It doesn’t work! :(

    On the Xcode console I can see this error all the time:
    Execution of the command buffer was aborted due to an error during execution. Ignored (for causing prior/excessive GPU errors) (IOAF code 4)

    Any suggestion? Thanks in advance!

    1. If you are seeing the loading message, but no video after, that means the app is trying to load the next scene but unable to. Check your build settings to make sure that the scene you are trying to load is a part of your build.

      1. Hi Sarah, even if you take just one particular scene, the video does not appear. The screen remains black.