This is only supported on Android (using ExoPlayer). Uses Unity's Object.DontDestroyOnLoad() to preserve this GameObject during scene loadsĪllows a format to be specified when the correct file extension is not used. Speed up or slow down playback by this rate If the transparency hint is enabled then an optional Alpha Packing hint can be specified. This hint specified whether the media contains any transparency The location of the media (URL or file path). The MediaReference asset to use for loading. Path allows specifying media direct into the MediaPlayer. Media Reference allows selection of an existing media asset. Specifies the type of source - either Media Reference or Path. See the Loading Media section for more information. The folder button will show a popup menu allowing file browsing, or shortcuts to recently loaded media or MediaReference assets. The Load button will load the media immediately. Specifies the location of the media to load. Tracks can be switched between and the active text track will show a preview of the current text cue. Shows information about the media that is currently loaded, including resolution, frame rate (if known), current playback frame rate and track information. The currently buffered range is shown in green on the timeline control. Shows a preview of the playing media and allows control of playback and loading of media. This is a complex component and is split into several sections. For this you need to use one of these components: ApplyToMesh, ApplyToMaterial, Display UGUI, DisplayIMGUI or your own custom script. This component does not display the video in the Unity scene. It handles loading of media, setting playback options, playback and interacting with the other AVPro Video components. X-Plane only lets you control specular level if specular hilights exist, they are always as the maximum exponent for the sharpest specular hilights.The MediaPlayer component is the primary component of AVPro Video. * Specular level: most serious 3-d programs let you control both the specular exponent, which controls how "tight" the specular hilights are, and the specular level, which controls how bright they are. (There are some modern formats for normal map compression supported by the newer cards but we don't use them yet.) Normal maps should be PNG format, not DDS - they will not be texture compressed because S3TC compression tends to kill them. Normal maps are only available for objects and only appear if pixel shaders are on and per-pixel lighting is enabled.
Shininess level is modulated by both ATTR_shiny_rat and the alpha channel, so you need ATTR_shiny_rat 1.0 and an opaque alpha channel (or no alpha channel) to see full specularity. You can use this feature to make some parts of an object shiny and some dull on a per-pixel level. Opaque means full specularity, transparent means none. The alpha channel is optional if it is present, it serves to modulate the level* of specularity. The normal maps are in "blender" format see here. I'll get more formal docs up once the rest of my office is moved and unpacked but here's the details for now: X-Plane 940 now supports normal maps on OBJ models (both scenery and airplane).