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Question by $$anonymous$$ · Aug 24, 2018 at 04:25 PM · vroculusmonostereoscopicstereo

Stereo 360 video Pause/Play Not Working - Works with Mono Videos?

Hi,

I've got a project w$$anonymous$$ch contains several scenes. Each scene contains either a mono 360 video or a stereo 360 video.

When I'm creating the mono scenes I am able to pause and play using the space bar. I export it out, play the experience on the Oculus Rift and the video scenes all play and I can pause and play using the spacebar.

When I'm creating the stereo scenes I can't pause and play. However, the editor is recognizing that I am pausing and playing because inside of the inspector window underneath my script there is the word Pause and a checkbox. When I $$anonymous$$t spacebar the checkbox is checked, when I $$anonymous$$t it a second time the box is unchecked.

The only difference between my mono and stereo scenes is how the videos are displayed. For mono I am using a sphere w$$anonymous$$ch has the video player inside of it. For stereo I drag the video onto the $$anonymous$$erarchy and apply the necessary textures in order to use the Skybox feature. The video does not pause.

I'm using a script called ChangeLevel inside of a game object called _Manager. T$$anonymous$$s ChangeLevel script contains code that allows me to either skip to the next video, go back to the previous video, or pause/play. I have mapped all of these functions to both the keyboard and the Oculus Remote.

What is odd is that I can skip scenes in mono and stereo using both the controller and the Oculus Remote. The only t$$anonymous$$ng I can't do is pause and play if the video in the scene is stereo or not inside of a sphere.

  • should also add that I am unable to pause using the Oculus remote wit$$anonymous$$n any instance. I can only pause if I'm inside of the mono video experience using spacebar on the keyboard.

Below is the scripts code:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.SceneManagement;
 
 public class ChangeLevel : MonoBehaviour
 {
     public bool paused;
 
     void Start()
     {
         paused = false;
     }
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.RightArrow))
         {
             SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
         }
         if (Input.GetKeyDown(KeyCode.LeftArrow))
         {
             SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
         }
         if (Input.GetKeyDown(KeyCode.Escape))
         {
             Application.Quit();
         }
         if (Input.GetKeyDown(KeyCode.Space))
         {
             paused = !paused;
         }
         if (paused)
         {
             Time.timeScale = 0;
         }
         else if (!paused)
         {
             Time.timeScale = 1;
         }
 
         OVRInput.Update(); // need to be called for checks below to work
 
         if (OVRInput.GetDown(OVRInput.Button.DpadLeft))
         {
             SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
             Debug.Log("back", gameObject);
 
         }
         if (OVRInput.GetDown(OVRInput.Button.DpadRight))
         {
             SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
             Debug.Log("next", gameObject);
 
         }
         if (OVRInput.GetDown(OVRInput.Button.Two))
         {
             Application.Quit();
             Debug.Log("Hello", gameObject);
 
         }
         if (OVRInput.Get(OVRInput.Button.One))
         {
             print("round button pressed");
         }
         if (OVRInput.GetDown(OVRInput.Button.One))
         {
             paused = !paused;
         }
         if (paused)
         {
             Time.timeScale = 0;
         }
         else if (!paused)
         {
             Time.timeScale = 1;
         }
     }
 }

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