Unity 3D Karting Game Streaming Example
Overview
In this tutorial, we will see how we can integrate the Dolby.io Real-time Streaming Publisher and Player plugins for Unity into an actual 3D Karting Game. Specifically, we will learn how to integrate the Camera Publisher into our game character, so we can publish a first person view of the world, and add a Stream Player, to render that same stream, coming from the Dolby.io Real-time Streaming service, into the game HUD.
Download the Karting Microgame bundle
From the Unity Hub
, create a new project, and select the Karting Microgame
bundle from the Learning
tab:
Note: This might not appear for older Unity Versions, it is best to use version
2021
and above.
Once that is done, add the Dolby.io Real-time Streaming Publisher and Player plugins for Unity, like we did in the earlier tutorial, to our project. Do not forget to import the Samples
from the Package Manager
window.
Now, our scene will initially look like this:
What we will do in this tutorial, is publish a first person view of the kart driver to the Dolby.io Real-time Streaming service, and also, render that same stream onto the game HUD on the side.
Adding credentials
Create an account or log into [https://dolby.io/products/real-time-streaming](https://dolby.io/products/real-time-streaming and create a publishing token. For more information, see About the dashboard.
In the Unity Editor, fill in the credentials (account ID and publishing token) in the McCredentials
asset stored inside the Samples > Millicast > 1.1.0 > Reference Sample Scenes
folder:
Adding a VirtualStreamCameraPrefab
to the head of the player
VirtualStreamCameraPrefab
to the head of the playerGo to the Resources
inside Reference Sample Scenes
, and create an instance of VirtualStreamCameraPrefab
inside the KartClassic_Player
prefab under the PLAYER
section of the Hierarchy
. To be able to modify the mentioned prefab, we need to unpack it first. Drag the VirtualStreamCameraPrefab
under KartClassic_Player
and the following menu appears. Click on Open Prefab
, and then finally we can add our camera.
Once the VirtualStreamCameraPrefab
has been added, it will look like this:
We also need to disable the Audio Listener
component within the Main Camera
, since VirtualStreamCamera
already has an Audio Listener
. Otherwise, Unity will print out warning in the debug console:
Now, we can start our scene and start publishing.
Note: As before, a debug log statement will print out the web viewer url, which looks something like
https://viewer.millicast.com/?streamId={accountID}/{streamName}
Here is the web viewer side by side to the editor, while playing the game:
Rendering the published stream onto the game HUD
Now, we need to modify the HUD so that we can render the first-person stream we published. Since we are modifying a UI Canvas, we need to attach an McSubscriber
script, which is a script that allows us to subscribe to remote Dolby.io Real-time Streaming streams, and render them onto Materials
and RawImages
. We will be rendering onto the latter, since we are using a UI HUD.
First, let us create an empty object under GameHUD
and call it Subscriber
:
Add an McSubscriber
to the Subscriber
object we just created:
Fill in the Credentials
and Stream Name
fields within Mc Subscriber
. Make sure to use the same stream name you used for publishing:
You can point Credentials
to the same Credentials Scriptable Object we filled at the beginning inside Reference Samples
:
Next, add a RawImage
to the HUD to render the incoming video stream. Create UI > RawImage
inside the HUD
component of GameHUD
. Rename the image to First Person View Image
so we can identify it easier later:
Click on the RawImage
and change the transform to the following coordinates:
The HUD will look like the following:
Finally, hook up the RawImage we created to the Mc Subscriber
component we added to our Game HUD
object. Navigate to the component, and under Render Images
, add our newly created image First Person View Image
. Check the Subscribe On Start
field to subscribe to the stream when the scene and the Game HUD
starts:
We can now start the scene, and observe the first person view we are publishing be rendered back onto our HUD:
Updated 12 months ago