After loading videoclips(either the same videoclip; or a couple different clips) and displaying it/them on different VideoPlayers, I get this consistent pattern of errors:
–
VideoPlayer cannot play clip : Filepath/clip.m4v
Cannot read file.
–
VideoPlayer cannot play clip : Filepath/clip.m4v
Unexpected error code (10).
–
WindowsVideoMedia error 0x8007000e while reading C:/ProjectPath/Library/Artifacts/b5/b572d41ffa4e038f6a075a2a0bca64ea
Context: IMFSourceReader::WaitForSample in StepAllStreams
Error details: Ran out of memory
Track types:
Unreadable Track
–
The only thread that I found that was similar to my issues is this one: WindowsVideoMedia Error 0X8007000e Wat dis do? - Questions & Answers - Unity Discussions
However, implementing any sort of “wait for load” method that I tried does not seem to help. Ie.
IEnumerator LoadClip()
{
videoPlayer.Prepare();
while (!videoPlayer.isPrepared)
{
yield return new WaitForSeconds(0.2f);
}
videoPlayer.Play();
}
None of the “preparation” solutions I’ve come up with seem to work. I’ve tried a couple of variants, like WaitUntil(), trying to load the clip through Resources.Load(), etc. but the outcome is the same - the first few videoplayers work fine and, at about 5, more videoplayers just break and start displaying those errors and refusing to play the clips.
I’ve tried this on a variety of video files, so I don’t think it’s a problem with any single video file.
I can’t imagine it’s possible that Unity’s VideoPlayer actually runs out of memory if you’re playing a literal handful of video clips of tiny videos, so what’s going on? What am I missing here?