Can anyone confirm that Unity native videoplayer won't play videos on the Amazon Firestick?

Or is it just me? I simply can’t make this thing to work. It’s pulling the video (H264 MP4) from the right url/directory. It WORKS on an android smartphone so I know it’s not any code error.
What am I missing here? The screen is blank. No video is playing.

It could be a codeC error. :wink:

Try some other videos in other formats. If any one of these is playing back, it’s likely that the given audio/video codecs or their settings are not compatible with the platform.

In the early days of digital video playback devices that you plugged into the TV it was a real nightmare because none of these machines knew how to play all common video formats. Some people owned two of them, like me. :smile:

(these days you subscribe to 2+ streaming services so the issue just shifted slightly from compatibility to availability)

The video is playing just fine if I play it with another video player like VLC app.

Start with the device logs. Ideally any codec or filesystem error will barf some kind of exception into the logs.

If you get nothing there, then eliminate 100% of your possible code surface error this way:

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

If your problem is with OnCollision-type functions, print the name of what is passed in!

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

If you are looking for how to attach an actual debugger to Unity: Unity - Manual: Debugging C# code in Unity

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

VLC comes with its own set of codecs and capabilities.
You get to see that on Desktop too. Some videos play fine in VLC, are choppy in classic media player, and throw errors in Windows Media Player.

I am also facing the same issue.
It works on Fire TV Stick Lite, but not on the 4K version.
I tried MP4 video, even I tried WebM with VP8 encoding but no luck,
Below is the error log:
9541423--1347457--ErrorLog.png

I’m getting the same errors. Did you figure out what the problem is?

still getting the same error.
and despite having read permissions, the VideoPlayer.errorReceived event is still throwing a “Cannot read file” error.
Update : attached error screenshot.

“Cannot read file.” is pretty clear.

Print what the file path you’re giving it is. Is it reasonable?

For instance, absolutely nothing pointing into your Assets/ folder could ever work because the Assets/ folder is wiped out at build time.

Beyond that…

Please don’t necro-post. If you have a new question, make a new post. It’s FREE!!