MovieTexture re-initialzation

I’m having some trouble with unloading / de-initializing movieTextures.

I currently have a series of movies that are loaded one by one into the same variable on a keypress.

movieTexture is defined as a private scope class variable and each movie is loaded into the variable like so:

movieTexture = (MovieTexture)Resources.Load(movieTexturePath);

After the movieTexture has finished playing, I call movieTexture.Stop();

This is all fine, however If the user presses a key during the playback and repeats the MovieTexture playback there is often (not always) a brief glitch where the first few hundredths of a second of the previous movieTexture plays before the new MovieTexture loads and plays - this causes a noticeable glitch.

I have tried setting MovieTexture to null and have tried destroying it, but I actually need to keep track of it rather than destroying it so I can de-initialize it if the user decides to interrupt it. I’d have thought that setting it to null would do the trick but it doesn’t.

I found another thread which is related http://forum.unity3d.com/threads/28034-How-do-you-rewind-a-movie-texture but does not offer a solution. Seems like the movieTexture is not completely removed from Memory when a new one is loaded in its place.

If anybody has experienced the same behaviour or knows of a solution I’d like to hear from you, I really want to solve this problem (bug?)

I am having this same issue… I just play one of say 5 movie textures and if someone stops in the middle then i cant seem to clear it from playing a few frames when the next one starts…

I have also done the stop and play thing etc…

Q

I’m also having a dilly of a time with this, as the first video I load (my intro sequence vid) plays fine, but then every sequential video I play, a split-frame is shown of the video further down in the timeline, then it resets to frame 0 and plays the video.

This is very frustrating as I cannot get a smooth black fade transition if my full screen vid’s are pooping out on me like this.

Edit: I’d like to mention, I’ve been fighting this issue for almost 2 years solid, since even way back on Unity 2.x, and it seems like a huge glitch to let go this long.