In my case the VideoPlayer is often broken, at the moment on WebGL for playing from a url and on Android for the Oculus GO, multiple video's playing at the same time on separate objects you get that video's are cross playing. So yeah it does help! Maybe not at the pace you want it to, I mean sometimes it takes them a month or 2 to fix the issue but the process behind it is slow. I've filed so many bug reports over the years and they have fixed quite a lot because of those. If that doesn't work you should file a bug report. Most of those should work as long as you use the encoding that goes with the target platform. But I ain't a lawyer nor do I know the law by heart.īut yeah embedding the video would be the same as just importing any other video. Sure it is possible but legal is another question. So make sure the mTrackedImagePrefab is actually active in the hierarchy before calling PlayĬlick to expand.Embedding the video into the application will make the binary also fatter.Īlso downloading video's from youtube probably ain't completely legal either. Build and check whether it runs or not.Īlso not certain anymore if you need file:/// for the local url. Configure it how you would configure it in code and then just let it play On Awake. You could just create a GameObject in the scene, attach a VideoPlayer to it.
To debug/test whether it is something in the AR loop or something with the video or device. You could try adding if(!mTrackedImagePrefab.activeInHierarchy) Debug.LogError("Not active in hierarchy", mTrackedImagePrefab) Īs for playing videos on iOS & Android, I usually don't have any trouble playing mp4's. If not then that's why you get a "Cannot Play a disabled VideoPlayer". MTrackedImagePrefab is a scene instance? Is it active in the hierarchy before you request to Play? It's been a while for me since I've touced any AR stuff so, I'm not up to date with the API and processes.
PARTICULAR VIDEO NOT PLAYING ON YOUTUBE MP4
I'd usually stick with mp4 as those tend to work on most platforms unless encoded wrong or too high resolution etc. So make sure the mTrackedImagePrefab is actually active in the hierarchy before calling PlayĪlso make sure webm is a supported format.