The new version is now available in the asset store.
- Updated to WebRTC 110
- From now on, example apps will be saved in Unity 2020. The C# API will continue to work in Unity 2019.
- Android: min API level should be set to 21 now
- Logging enhancements: Most logs now include the ownership hierarchy to manage multiple parallel calls
- Updated all third party dependencies including websocket-sharp and all WebGL npm dependencies
- awrtc_signaling: updated dependencies and changed the default config to support IPv6
- Fixed some incorrect namespaces in Byn.Awrtc.Native.dll
- Native: Major changes in how the audio functions. Let me know if any new bugs show up
- Native: Added first experimental support for custom AudioInput via the C# wrapper WebRtcCSharp.AudioInput. Example apps will be made available later.
- Native: Added UnityCallFactory.Config for testing purposes. It will allow turning on global experimental changes such as the new windows audio module
- Native: Added NativeMediaConfig.FrameBuffer. If set to true this will add a 1 frame long frame buffer to smooth the video frame rate.
- Native: Added NativeMediaConfig.ReturnLocalVideo. This is true by default and can be set to false to increase performance if access to the local video feed is not required within C#
- Native: Added PeerFactoryConfig to the native API to allow changing global settings and use multiple factories in parallel in the future
- Windows: Added support for the newer WebRTC audio module. This can be set via the UnityCallFactory.Config (must be set before the factory is initialized)
From now on a docker based setup is supported for the signaling server. With this setting up a new signaling server should only take a few minutes including getting a SSL certificate from letsencrypt.
- basic understanding of the linux command line, ssh and docker
- a linux server with docker and docker-compose installed (tested with ubuntu 22)
- a public domain that points to your servers IP address
- an open TCP port 80 and 443
For more info please check out the awrtc_signaling_docker github repository.
You can find it here: Holo Video Chat
Holo Video Chat contains a port of the WebRTC Video Chat plugin for UWP x86, x64 and ARM 32 for the HoloLens 2. It includes the same ICall, IMediaNetwork and IVideoInput C# interfaces that are available for the other platforms.
Holo Video Chat is compatible to WebRTC Video Chat on a network level and it can be used to connect the HoloLens 2 to all other platforms including browser based apps developed on top of awrtc_browser.
For more information check out the Holo Video Chat guide!
The version on the asset store has been updated to V0.9854. If you want to use WebRTC Video Chat with Unity 2021.2 make sure to update the asset to the latest version!
Note from now on the old iOS arm 32 bit devices are no longer supported (iPhone 5C and below) and iOS 12 or higher is required.
See Changelog for details.
V0.985 is now available in the asset store. See Changelog for details.
Update: This is now part of the latest asset store release and no manual changes are needed.
There is a new issue for iOS 14 under following conditions:
- Your app is designed for iOS & distributed publicly
- Your app is sending audio (accessing the microphone)
- Your app will stop calls during its lifetime but continue running for a longer time
In this case iOS might continue showing the microphone indicator light. This is due to an earlier iOS 13 hotfix to workaround a bug with older Unity versions that could cause a crash or audio to stop working if the audio layer is being shut down. By now the latest Unity 2018 LTS & Unity 2019 LTS version do not have this issue anymore.
You can deactivate the workaround by editing the UnityCallFactory.cs and replace the line
All future versions of the asset will contain this as well.
V0.9845 is now available in the asset store containing several bugfixes.
- Unity 2018.4.22f1
- WebGL: fix for Chrome 81 issues. Chrome 81 returns an invalid device ID if the user didn’t allow camera access yet. This could result in an overconstrained error
- WebGL: fixed issue that could cause some users not to disconnect correctly for conference calls
- Native: fixed an issue that can cause a connection to fail randomly even on a stable network
- Android: fixed an issue that could cause a crash randomly if the call is shutting down while the local camera was active
- Android: fixed an issue that could cause a delay in remote video playback
- iOS: Improved build pipeline to better support several Unity versions & better error messages
- Mac: signed & notarised + updated Info.plist for app store releases
- Cleanup log output
- Example apps are updated to use EnsureInit to allow them to run in WebGL without changes
- CallApp: the app will now keep the chat panel open if the call ends
- CallApp: fixed an issue that could make it difficult to shut down the app if the rejoin option is active & the system is offline
This fixes the following issues:
- Issues with camera access in Chrome 81. Chrome won’t return a list of video devices anymore until the user allows Camera access first. The list of video devices will now be available after the first call to ICall.Configure or IMediaNetwork.Configure and after the user pressed “Allow”
- Fix for some connections failing even with a stable network
- Android video delay issues on some devices
Download here Link removed. Please use the latest release from the asset store
Note that this is a nightly build and the mac version isn’t signed / notarised yet. The complete V0.9845 update will be released in the next few days.