Best answer
VLC for Unity includes 360 video and Ambisonics spatial audio in the standard license, so immersive playback does not require a separate add-on or highest-tier package.
What you'll need
- An equirectangular or cubemap 360 video.
- A skybox material or inward-facing sphere around the XR camera.
- A headset or target device for performance and audio orientation checks.
The short version
Immersive video is one of the most common reasons teams reach for a Unity video plugin, and one of the most common places where feature tiers matter: some plugins reserve advanced immersive features such as spatial 360 audio for their highest tier.
VLC for Unity includes 360-degree video with Ambisonics spatial audio out of the box, on desktop, mobile, and standalone XR headsets, with no add-on to buy.
Why 360 video needs more than a flat player
A 360 video is an equirectangular (or cubemap) frame that must be projected onto a sphere or skybox the viewer sits inside. On top of that, convincing VR audio is Ambisonic: the soundfield has to rotate with the viewer’s head so sources stay anchored in the scene. A plain video player gives you neither.
You need a player that decodes high-resolution video efficiently (360 content is large, often 4K to 8K per eye) and exposes the audio and projection you need for immersion.
What VLC for Unity gives you
- 360-degree playback rendered to a skybox or inward-facing sphere.
- Ambisonics spatial audio so the soundfield tracks head orientation.
- Hardware-accelerated decoding up to 8K where the device supports it, important because immersive content is high resolution.
- Every format and source: local files, HTTP, or live RTSP streams, in any of 200+ codecs.
- Included, not a tier. Comparable plugins reserve some immersive features for higher tiers (AVPro lists spatial 360 audio under Ultra); with VLC for Unity, 360 video and Ambisonics are part of the $700/year license.
Playing a 360 video
Decode the video as usual, then map its output texture onto a 360 skybox material or a large inward-facing sphere around the camera rig.
using LibVLCSharp;
using UnityEngine;
public class Video360Player : MonoBehaviour
{
LibVLC _libVLC;
MediaPlayer _mediaPlayer;
void Start()
{
Core.Initialize(Application.dataPath);
_libVLC = new LibVLC();
_mediaPlayer = new MediaPlayer(_libVLC);
var media = new Media(_libVLC, "video360.mp4", FromType.FromPath);
_mediaPlayer.Play(media);
media.Dispose();
// assign _mediaPlayer's output texture to a 360 skybox material
// or an inward-facing sphere surrounding the XR camera
}
void OnDestroy()
{
_mediaPlayer?.Dispose();
_libVLC?.Dispose();
}
}
The package includes a 360 sample scene with keyboard/headset navigation to start from.
XR platforms
- Meta Quest and Android XR: runs on the Android platform with hardware decoding for standalone headset builds.
- Desktop VR (PCVR): Windows with Direct3D 11/12.
- Mobile: Android and iOS for phone/tablet immersive viewers.
This maps directly to how immersive teams actually ship, from standalone headsets to location-based installations.
Common use cases
- VR experiences and training: immersive 360 footage with anchored spatial audio.
- AR/XR hardware products: video surfaces inside custom headset and display apps.
- Virtual tours, events, and venues: high-resolution 360 playback on headset or mobile.
Try it in your headset
Load a 360 clip into the trial and view it on your target device. The same code runs in production across every supported platform.