0 と 1

物忘れは防げない

How to fix Unity ARKit Remote


この記事は

zeroichi.hatenablog.jp

を英語での解説が欲しいとリクエストがあったので英語でまとめたものです。
要点だけまとめてあるので、詳しい解説はリンク先のものを見てください。


f:id:gounsx:20180403163958j:plain

It does not work properly!

www.youtube.com

What is wrong?

f:id:gounsx:20180403163746p:plain

Since the data transmitted can not be handled on the receiving side, the sending side can not send it!

This problem occurs because iPhoneX has a high resolution.

f:id:gounsx:20180404124240p:plain

How to fix

Using the MemoryStream, compress the data by DeflateStream before sending it on the sending side.

The point is, ...

  1. Compress the data on the data sending side .
  2. Decompress the data on the data receiving side.

Compress & Decompress

    /// <summary>
    /// Compress using deflate.
    /// </summary>
    /// <returns>The byte compress.</returns>
    /// <param name="source">Source.</param>
    public static byte[] ConvertByteCompress(byte[] source)
    {
        using (MemoryStream ms = new MemoryStream())
        using (DeflateStream compressedDStream = new DeflateStream(ms, CompressionMode.Compress, true))
        {
            compressedDStream.Write(source, 0, source.Length);

            compressedDStream.Close();

            byte[] destination = ms.ToArray();

            Debug.Log(source.Length.ToString() + " vs " + ms.Length.ToString());

            return destination;
        }
    }

    /// <summary>
    /// Decompress using deflate.
    /// </summary>
    /// <returns>The byte decompress.</returns>
    /// <param name="source">Source.</param>
    public static byte[] ConvertByteDecompress(byte[] source)
    {
        using (MemoryStream input = new MemoryStream(source))
        using (MemoryStream output = new MemoryStream())
        using (DeflateStream decompressedDstream = new DeflateStream(input, CompressionMode.Decompress))
        {
            decompressedDstream.CopyTo(output);

            byte[] destination = output.ToArray();

            Debug.Log("Decompress Size : " + output.Length);

            return destination;
        }
    }

How to use

UnityRemoteVideo.cs

public void OnPreRender()
        {
            ~ abridgement ~

            //connectToEditor.SendToEditor (ConnectionMessageIds.screenCaptureYMsgId, YByteArrayForFrame(1-currentFrameIndex));
            connectToEditor.SendToEditor(ConnectionMessageIds.screenCaptureYMsgId, ByteConverter.ConvertByteCompress(YByteArrayForFrame(1 - currentFrameIndex)));

            //connectToEditor.SendToEditor (ConnectionMessageIds.screenCaptureUVMsgId, UVByteArrayForFrame(1-currentFrameIndex));
            connectToEditor.SendToEditor(ConnectionMessageIds.screenCaptureUVMsgId, ByteConverter.ConvertByteCompress(UVByteArrayForFrame(1 - currentFrameIndex)));
            
        }

ARKitRemoteConnection.cs

void ReceiveRemoteScreenYTex(MessageEventArgs mea)
        {
            if (!bTexturesInitialized)
                return;

            //remoteScreenYTex.LoadRawTextureData(mea.data);
            remoteScreenYTex.LoadRawTextureData(ByteConverter.ConvertByteDecompress(mea.data));
            remoteScreenYTex.Apply ();
            UnityARVideo arVideo = Camera.main.GetComponent<UnityARVideo>();
            if (arVideo) {
                arVideo.SetYTexure(remoteScreenYTex);
            }

        }

        void ReceiveRemoteScreenUVTex(MessageEventArgs mea)
        {
            if (!bTexturesInitialized)
                return;
 
            //remoteScreenUVTex.LoadRawTextureData(mea.data);
            remoteScreenUVTex.LoadRawTextureData(ByteConverter.ConvertByteDecompress(mea.data));
            remoteScreenUVTex.Apply ();
            UnityARVideo arVideo = Camera.main.GetComponent<UnityARVideo>();
            if (arVideo) {
                arVideo.SetUVTexure(remoteScreenUVTex);
            }

        }

UnityRemoteVideo.cs and ARKitRemoteConnection.cs are scripts prepared beforehand by Unity ARKit Plugin.

The compression & expansion processing is the script that I created this time.

Caution!

In order to use CopyTo method of DeflateStream class I am using .NET Framework 4.6 instead of .NET Framework 3.5.

Building the Unity ARKit Remote scene uses .NET Framework 3.5. Please change to .NET Framework 4.6 after building and run Editor.

Run

www.youtube.com

You are now able to use it successfully.

If there is something you do not understand please comment:)

twitter.com