HoloSuite Player Unity Streaming Overview

The Unity HoloStream Player and it’s components are included in the Unity HoloSuite player package. This package contains the scripts and supporting assets necessary to dynamically stream volumetric video clips in your Unity project.

The HoloStream Unity Player is a C# script to download and stream adaptive HoloStream clips directly into a Unity scene. With further customization users can integrate the HoloStream Player with their Unity scene logic, other scripts and configure dynamic content.

The HoloSuite Player component is now also able to play HoloStreams directly, making the HoloStream player legacy.

HoloStream Player Install

The HoloStream Unity Player is included with the HoloSuite Player Unity Plugin Package, included in your HoloSuite install. For instructions on installing the HoloSuite Player Plugin, take a look at our HoloSuite Player Installation docs.

If you would like to get started with a minimal template, import the HoloStream sample from the HoloSuite Plugin page in your package manager. You can then use the StreamingMinimal scene in that sample as a starting template. Simply change the HoloStream Mpd URL to your HoloStream URL and click play to have your HoloStream play in Unity.

The HoloStream Player script (Legacy)


The HoloStream Player script can be applied to any GameObject and configured to turn that object into a HoloStream player.


While the HoloStream component is still fully functional, it’s functionality has now been intergrated into the HoloSuite Player. For more information on the HoloSuite Player script, please take a look at the player refrence section of our Unity docs.

The HoloStream Player contains the following inspector settings:

Input Data

  • Mpd URL: Supply the .mpd URL for your streaming clip to this parameter. This clip will be loaded and begin streaming when your unity scene is played.


  • Material: Set the Material for use in the HoloStream Player. For proper playback, select a HoloSuite player material appropriate to your render pipeline:

    • Built-in Render Pipeline: Use the HoloSuitePlayerBuilt-inLit or HoloSuitePlayerBuilt-inUnlit Material for your HoloStream.

    • URP+HDRP: Use the HoloSuitePlayerURP+HDRPLit or HoloSuitePlayerURP+HDRPUnlit Material Material for your HoloStream Player.

  • Loop: Enable looping playback. If disabled, the clip will freeze after completing playback.


  • Verbose Logging: Enable console logging for streaming video playback.


  • Audio Support: Play any embedded audio in the streaming clip.


  • Platform Settings: Supply a Platform Settings scriptable object to specify platform settings.

  • Buffer Ahead: Set the number of seconds of HoloStream data that can be downloaded ahead of the current time. Must be a positive number.

  • Headphones Resume: Allows playback to resume automatically when headphones are connected to or disconnected from an iOS device.

HoloStream Platform Settings


The HoloStream Platform Settings scriptable object is used to override default quality settings for streaming playback. You can create a HoloStream Platform Settings object by right clicking in the Project view and choosing Create > Arcturus > HoloStream > Platform Settings.

The Platform Settings parameter is an array of individual settings. Increase the size to expose one or more platform setting’s elements. Each element has the following parameters:

  • Use As Default Settings: When there is no setting with a Platform value that matches the current device’s platform, HoloStream will fall back on the Default Settings values. Only mark a single entry as the default settings.

  • Platform: Choose a supported Unity platform for these platform settings. These settings will be loaded when your HoloStream Unity project is played from a matching device. We recommend only one entry per platform.

  • Player Buffer Count: The HoloStream player can decode multiple players simultaneously, allowing for smoother playback. The Player Buffer Count sets the number of players that are used for decoding. Decreasing this value could cause playback hitching between SSDR segments, but does reduce load on the device. Inversely, increasing it can smooth hitches, but will increase resource usage for playback. It is not recommended to change this setting from the default value.

  • Maximum Adaptive Resolution: Set the maximum texture resolution threshold for streaming. Higher resolution profiles will not be requested from the streaming server, even when there is sufficient bandwidth.

  • Video Cache Texture Resolution: Set the texture resolution used when video frames are cached after download from the streaming server. Larger values may use more memory when playing a streaming clip.

  • Video Cache Texture Format: Set the Unity texture format used for cached frames.

  • Playback Speed: Set the playback speed for streaming video. Note that poses will not be interpolated between mesh frames.

The first settings element matching your current platform will be used during HoloStream playback. If no match is found, the last element with “Use As Default Settings” enabled will be used.


Use the following functions on your HoloStream Player component to programmatically drive streaming playback.

public void LoadURI(string URI)

Load the .mpd URL URI. Clips auto-play when loaded.

public void Play()

Play the currently supplied streaming clip.

public void Stop()

Stop playing the current streaming clip.

public void Seek(float targetTime)

Seek the specified targetTime in seconds.

Custom Events


The following unity events are exposed to interface with HoloStream Playback

UnityEvent OnNewClipLoadStart

Invoked immediately when a new clip is loaded via LoadURI()

ClipLoadedEvent onClipLoaded

Invoked in the following Update whenever a new clip is loaded via LoadURI().

ClipLoadedEvent is a UnityEvent<float>. The event returns the total duration of the streaming clip.

PlayStateChangeEvent onPlayStateChange

Invoked whenever the HoloStream clip starts or stops playing due to LoadURI(), Play(), Stop(), or when playback is paused for buffering.

PlayStateChangeEvent is a UnityEvent<OMSPlayer.State>. The event returns either the OMSPlayer.State.Play or OMSPlayer.State.Pause state.

PlaytimeChangeEvent onPlaytimeChanged

Invoked whenever the current time in the clip changes. This happens every update during uninterrupted playback, and during seeking.

PlaytimeChangeEvent is a UnityEvent<float>. The event returns the new current Time.

PlaybackEndedEvent onPlaybackEnded

Invoked whenever the end of the clip is reached if looping is disabled.

PlaybackEndedEvent is a UnityEvent.

BufferTimeChangeEvent onBufferTimeChanged

Invoked whenever the buffered time reported from the streaming server changes, or when seeking.

BufferTimeChangeEvent is a UnityEvent<float>. The event returns the new current Time.

NetworkStatusEvent onNetworkStatusChanged

Invoked whenever a connection error is reported, or whenever a clip becomes ready for playback or starts buffering.

NetworkStatusEvent is a UnityEvent<StreamRequestWorker.State>. StreamRequestWorker.State is an enum with the following possible values: ready, buffering, connectionerror.

HoloStream Asset

These are assets that you can pre-load with your .Mpd HoloStream URL. These files make it convenient to store, swap, and manage your HoloStreams within a Unity Project. To create a HoloStream asset right click on the project panel and select Create > Arcturus > HoloStream > Asset. You can then input your HoloStream URL into the URL field to link the HoloStream asset to that stream. These HoloStream assets can then be loaded into the asset field of the HoloSuite player and played like any other volumetric asset.