HISPlayer

Download DRM-protected content and play it offline on the Quest!

HISPlayer Adds Download and Offline Playback with Widevine DRM on Meta Quest

HISPlayer’s Unity and Unreal Engine Player SDKs now support download and offline playback of Widevine L1 DRM–protected content on Meta Quest. OTT and XR services can store premium HLS and DASH video streams on-device and play them offline, while keeping hardware-backed Widevine Level 1 protection.

Why offline Widevine DRM matters

Streaming premium 8K video content on Meta Quest requires very high, stable bandwidth, and even minor network issues can cause quality drops or playback stalls.

HISPlayer’s Unity and Unreal Player SDKs enable offline playback by downloading selected renditions while the device is online and playing them directly from local storage. This removes the network dependency during playback while keeping decoding on-device.

Security remains protected with the HISPlayer Widevine DRM Level 1 SDK on Quest. Licenses can still enforce expiration, rental periods, and device binding, while decryption runs in the trusted execution environment (TEE). L1 DRM content protection keeps clear frames off the untrusted path, helping prevent unauthorized extraction and screen recording of premium content.

This allows OTT and XR teams to deliver high-resolution, DRM-protected VOD on Quest, even without a network connection, without re-encoding content or compromising security.

What HISPlayer supports

HISPlayer Meta Quest Player SDKs support Widevine L1 for live and VOD HLS/DASH streams up to 8K resolution, including 180°, 360°, and stereoscopic layouts, without re-encoding existing OTT catalogs. Level 1 DRM decrypts inside the trusted execution environment, which is the bar most Hollywood studios require for HD/UHD.

The Unity SDK lists download & offline playback with Widevine DRM alongside offline HLS/DASH and AES-128 offline HLS. The Unreal SDK shares the same Quest DRM and local-playback path. Both target Vulkan/OpenGL ES, hardware decoding, and existing license servers.

Practical model for XR apps 

  1. While online, request a persistent Widevine license and download selected renditions
  2. Store media and key-set metadata on the Quest
  3. Offline, load the local content and key set; the player decrypts in Widevine L1 and renders to Unity/Unreal surfaces (textures or external surfaces)
License servers that return full key sets (rather than one key per request) remain the most robust pattern for multi-bitrate offline packages.

Who is it for 

Mobile Network Operators, OTT, Sports, cinema, training, and location-based XR apps that need premium catalogs in VR headsets with unreliable Wi‑Fi. Developers keep their current DRM backends; the HISPlayer SDK handles Quest-specific playback and secure local rendering.

Contact us to enable download and offline Widevine L1 playback in your Unity or Unreal apps for Meta Quest.

 

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