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README.md

README.md

Introduction

This repo contains an SDK and documentation for creating and viewing PanoMoments. If you have any questions or comments, feel free to reach out to info@panomoments.com and make sure to check out https://www.panomoments.com for more info.

PanoMoments SDK

This is a beta release of the new advanced PanoMoments SDK that provides core download and rendering functionality. To get started, simply clone this repo. There are four supported platforms: Unity, Android, iOS, and Web. Below is a list of parameters required across all platforms:

  • string moment_id of the PanoMoment you want to render.
  • int variation set to 100 for SD, 101 for HD, and 102 for UHD
  • string public_api_key Located on https://my.panomoments.com/me/edit (web only requires public key)
  • string private_api_keyLocated on https://my.panomoments.com/me/edit (native rendering requires both public and private keys)

Unity (iOS and Android only)

We've created a bridge interface that makes things a bit easier to get started in Unity. Note you'll need to add both the PanoMoments.framework and PanoMomentsUnity.framework to the XCode Embedded Binaries section after building in Unity. Below is the basic code to display a PanoMoment. Note that the material you're rendering to must be passed into the constructor:

Identifier identifier = new Identifier(public_api_key, private_api_key, moment_id, Quality.SD);

PanoMoment panoMoment = new PanoMoment(
	identifier,
	material,
	frameCallback,
	readyCallback,
	loadedCallback,
	errorCallback
);

void errorCallback (string error) {}

void frameCallback (int renderedFrame, Texture texure) {
	material.mainTexture = texure;
}

void loadedCallback () {}

void readyCallback (Resolution resolution) {}

And then once either the loadedCallback is called or panoMoment.FrameCount > 0 call panoMoment.Render(int frame):

private int frameIndex = 0;
void Update () {
	if (panoMoment.FrameCount > 0)
		panoMoment.Render(frameIndex = (frameIndex + 1) % panoMoment.FrameCount);
}

To dispose of the current PanoMoment instance:

panoMoment.Dispose();
panoMoment = null;

Android

Documentation coming soon

iOS

Documentation coming soon

Web

var videoInDOM = false;
var index = 0;

var identifier = {
  moment_id: "",
  variation: 100,
  public_api_key: ""
};

var panoMoment = new PanoMoments(identifier, renderCallback, readyCallback, loadedCallback);

function animate() {
	index = (index + 1) % panoMoment.FrameCount;
	panoMoment.render(index);
	window.requestAnimationFrame(animate);
}

function renderCallback (video, momentData) {
	if (!videoInDOM) {
		videoInDOM = true;
		document.body.appendChild(video);
	}
}

function readyCallback (video, momentData) {
	index = panoMoment.currentIndex;
	console.log("PanoMoment Ready for Rendering");
}

function loadedCallback (video, momentData) {
	console.log("PanoMoment Download Complete");
}

Known Native (iOS/Android/Unity) Issues

  1. Calling dispose before the loadedCallback will crash the SDK
  2. Application might crash if the device isn't capable of decoding selected resolution.
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