/// <summary>
        /// Unity start.
        /// </summary>
        private void Start()
        {
            SLog.SetLogger(OnLog);
            DebugHelper.ActivateConsole();

            //use video and audio by default (the UI is toggled on by default as well it will change on click )
            config.Video = true;
            config.Audio = true;
        }
예제 #2
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    protected virtual void Init()
    {
        if (uDebugConsole)
        {
            DebugHelper.ActivateConsole();
        }
        if (uLog)
        {
            if (sLogSet == false)
            {
                SLog.SetLogger(OnLog);
                sLogSet = true;
                SLog.L("Log active");
            }
        }

        //This can be used to get the native webrtc log but causes a huge slowdown
        //only use if not webgl
        bool nativeWebrtcLog = true;

        if (nativeWebrtcLog)
        {
#if UNITY_ANDROID
            //uncomment for debug log via log cat
            //Byn.Net.Native.NativeWebRtcNetworkFactory.SetNativeLogLevel(WebRtcCSharp.LoggingSeverity.LS_INFO);
#elif UNITY_IOS
            //uncomment for log output via xcode
            //Byn.Net.Native.NativeWebRtcNetworkFactory.SetNativeLogLevel(WebRtcCSharp.LoggingSeverity.LS_INFO);
#elif (!UNITY_WEBGL || UNITY_EDITOR)
            Byn.Net.Native.NativeWebRtcNetworkFactory.SetNativeLogLevel(WebRtcCSharp.LoggingSeverity.LS_INFO);
            //Byn.Net.Native.NativeWebRtcNetworkFactory.SetNativeLogToSLog(WebRtcCSharp.LoggingSeverity.LS_INFO);
#else
            //webgl. logging isn't supported here and has to be done via the browser.
            Debug.LogWarning("Platform doesn't support native webrtc logging.");
#endif
        }

        if (UnityCallFactory.Instance == null)
        {
            Debug.LogError("UnityCallFactory failed to initialize");
        }

        //not yet implemented
        //CustomUnityVideo.Instance.Register();
    }
예제 #3
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    void Start()
    {
        DebugHelper.ActivateConsole();


        if (WebRtcNetwork.IsAvailable() == false)
        {
            //if the libray isn't available this could mean the JS part of the library is missing
            //(wrong template, webrtcnetworplugin.js not included -> try adding it via ExternalEval)
            Append("Try to initialize WebRTCNetwork");
            WebRtcNetwork.InjectJsCode();
        }

        if (WebRtcNetwork.IsAvailable())
        {
            //default version
            //mNetwork = new WebRtcNetwork();

            //custom configuration
            mNetwork = new WebRtcNetwork(mWebRtcConfig);
            Append("WebRtcNetwork available");
        }
        else
        {
            Append("WebRtcNetwork not available");

            if (UnityNetwork.IsAvailable())
            {
                mNetwork = UnityNetwork.Get();
                Append("Using unity network instead. TESTING ONLY! You can't connect to browsers.");
                Append("Build a WebGL example to use WebRTC!");
            }
            else
            {
                Append("No network module available. Build and run a WebGL version or switch the platform to Standalone to use the Debugversion.");
            }
        }
    }
예제 #4
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    /// <summary>
    /// Will setup webrtc and create the network object
    /// </summary>
    private void Start()
    {
        //shows the console on all platforms. for debugging only
        if (uDebugConsole)
        {
            DebugHelper.ActivateConsole();
        }
        if (uLog)
        {
            SLog.SetLogger(OnLog);
        }

        SLog.LV("Verbose log is active!");
        SLog.LD("Debug mode is active");

        Append("Setting up WebRtcNetworkFactory");
        WebRtcNetworkFactory factory = WebRtcNetworkFactory.Instance;

        if (factory != null)
        {
            Append("WebRtcNetworkFactory created");
        }
    }
예제 #5
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 // Use this for initialization
 void Start()
 {
     DebugHelper.ActivateConsole();
     Debug.Log("Started ...");
 }