Addressable videos not working on Galaxy S9(Android 8.0)

When I try to load and play the video in Addressables with LoadAssetAsync, it does not play correctly in
Galaxy S9(Android 8.0).

It plays fine on Pixel 4 (Android 13.0) with the exact same APK.

[Spec]
BiuldPC:Windows11, Unity 2022.3.16f1
Galaxy S9(Android 8.0)

[What we tried]

[I saw the following URL]

void Start()
{
    videoPlayer.errorReceived += ErrorHandle;
    StartCoroutine(loadMovie());
}

IEnumerator loadMovie()
{
    Caching.ClearCache();
    Caching.compressionEnabled = false;
  
    var req = Addressables.LoadAssetAsync<VideoClip>("mymovie");
    yield return req;
  
    videoPlayer.clip = req.Result;
    videoPlayer.Play();
}
void ErrorHandle(VideoPlayer player,string msg)
{
    Debug.LogError($"error = {msg}");
}

[Android Studio Logcat displays the following log]

[Android Studio Logcat displays the following log]
W  AndroidVideoMedia::OpenExtractor could not translate archive:/CAB-4fc09cdb52749248d2e5ed8f54e6e95d/CAB-4fc09cdb52749248d2e5ed8f54e6e95d.resource to local file. Make sure file exists, is on disk (not in memory) and not compressed.

W  AndroidVideoMedia: Error opening extractor: -10004

E  error = VideoPlayer cannot play clip : Assets/mymovie.m4v 
   Cannot read file.
   UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
   UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
   UnityEngine.Logger:Log (UnityEngine.LogType,object)
   UnityEngine.Debug:LogError (object)
   videoKun:ErrorHandle (UnityEngine.Video.VideoPlayer,string) (at D:/UnityProject/videoClipTest_2022/Assets/videoKun.cs:50)
   UnityEngine.Video.VideoPlayer:InvokeErrorReceivedCallback_Internal (UnityEngine.Video.VideoPlayer,string) (at /home/bokken/build/output/unity/unity/Modules/Video/Public/ScriptBindings/VideoPlayer.bindings.cs:347)

If anyone has any information on this, let me know.

Did you try enabling “Use UnityWebRequest for Local Asset” for the Addressable group containing the video?

If it’s not working, try different “Asset Bundle Compression” options with “Use UnityWebRequest for Local Asset” enabled.

Thanks. I set up the image and it played correctly. The red circle was the important part. I had to call Caching.compressionEnabled = false, but I didn’t have to call Caching.ClearCache().

But I think the processing speed is slowing down, so I’m investigating. I hope I’m imagining things.

Hmmm… maybe I was mistaken. I checked with Profiler on StandaloneBuild and the performance didn’t change.