Using new Unity Engine VideoPlayer and VideoClip API to play video
Finally Unity team decided to deprecate MovieTexture after Unity 5.6.0b1 — link, release and shows new API called VideoClip and VideoPlayer which manage, control and plays video on both Desktop and Mobile devices. Thanks to the new solution we can easly play video or retrieve texture for each frame.
How to use VideoClip and VideoPlayer?
Play Video From URL:
//We want to play from video clip not from url
videoPlayer.source = VideoSource.VideoClip;
with://We want to play from url
videoPlayer.source = VideoSource.Url;
videoPlayer.url = "YOUR\_VIDEO.mp4";
Play Video From StreamingAssets folder:
string url = "file://" + Application.streamingAssetsPath + "/" + "YOUR\_VIDEO.mp4";if !UNITY\_EDITOR && UNITY\_ANDROID
url = Application.streamingAssetsPath + "/" + "VideoName.mp4";
#endif//We want to play from url
videoPlayer.source = VideoSource.Url;
videoPlayer.url = url;
All supported video formats:
- ogv
- vp8
- webm
- mov
- dv
- mp4
- m4v
- mpg
- mpeg
Extra supported video formats on Windows:
- avi
- asf
- wmf
Remember that, some of these formats don’t work on some platforms. See post on Unity Forum: https://forum.unity3d.com/threads/correct-video-format-for-video-playback.446011/#post-2886983 for more information on supported video formats.
Why Audio was not playing:
We have managed to get video working, however as you have notice our demo couldn’t get the audio to play.
//Set Audio Output to AudioSource
videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;//Assign the Audio from Video to AudioSource to be played
videoPlayer.EnableAudioTrack(0, true);
videoPlayer.SetTargetAudioSource(0, audioSource);
must be called before videoPlayer.Prepare(); not after it. This is took hours of experiment to find this this was the problem I was having.
This should work but you may experience buffering when the video starts playing. While using this temporary fix, my suggestion is to file for bug with the title of “videoPlayer.isPrepared always true” because this is a bug.
Some people also fixed it by changing:
videoPlayer.playOnAwake = false;
audioSource.playOnAwake = false;
to
videoPlayer.playOnAwake = true;
audioSource.playOnAwake = true;
Here is our final script
//Raw Image to Show Video Images \[Assign from the Editor\]
public RawImage image;
//Video To Play \[Assign from the Editor\]
public VideoClip videoToPlay;private VideoPlayer videoPlayer;
private VideoSource videoSource;//Audio
private AudioSource audioSource;// Use this for initialization
void Start()
{
Application.runInBackground = true;
StartCoroutine(playVideo());
}IEnumerator playVideo()
{
//Add VideoPlayer to the GameObject
videoPlayer = gameObject.AddComponent<VideoPlayer>();//Add AudioSource
audioSource = gameObject.AddComponent<AudioSource>();//Disable Play on Awake for both Video and Audio
videoPlayer.playOnAwake = false;
audioSource.playOnAwake = false;//We want to play from video clip not from url
videoPlayer.source = VideoSource.VideoClip;//Set Audio Output to AudioSource
videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;//Assign the Audio from Video to AudioSource to be played
videoPlayer.EnableAudioTrack(0, true);
videoPlayer.SetTargetAudioSource(0, audioSource);//Set video To Play then prepare Audio to prevent Buffering
videoPlayer.clip = videoToPlay;
videoPlayer.Prepare();//Wait until video is prepared
while (!videoPlayer.isPrepared)
{
Debug.Log("Preparing Video");
yield return null;
}Debug.Log("Done Preparing Video");//Assign the Texture from Video to RawImage to be displayed
image.texture = videoPlayer.texture;//Play Video
videoPlayer.Play();//Play Sound
audioSource.Play();Debug.Log("Playing Video");
while (videoPlayer.isPlaying)
{
Debug.LogWarning("Video Time: " + Mathf.FloorToInt((float)videoPlayer.time));
yield return null;
}Debug.Log("Done Playing Video");
}
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Leszek W. Król
On a daily basis, I accompany companies and institutions in designing strategies and developing new products and services.