okay, there were like dozens of threats about this topic and I’ve read all of them at least twice. But I still can’t get it to work. So here’s my Setup:
In my Assets folder I’ve created another folder called StreamingAssets.
In this StreamingAssets-folder there’s a H264-MP4 file called animation.mp4
In my scene I’ve got a c#-script attached to an object:
When I test the app on an Android-Tablet via Unity Remote 5 I can see the background color of the camera (that’s fine). When I tap on the screen, my Console says “Click registered”, but the video isn’t playing, I can’t see anything happening at all.
Do you’ve got any ideas what I am missing/doing wrong?
Code was alright. Testing the application via the Unity Remote 5 App is the problem. If you want to test your Handheld.PlayFullScreenMovie, you will have to build your game as an .apk and transfer it to your tablet/phone, install it and open it there. That way, it’s the tablet/phone executing the app. If you jsut test it via pressing play and using Unity remote, your PC is the one executing the app and your pc can’t deal with the Handheld.PlayFullScreenMovie-Command.
But when used on my Nexus 10 running Android 5.1.1, that won’t happen immediately. It seems like the whole “Stopping Unity”-thing only happens after a few moments into the video. So has anyone an idea on how to fix this or workaround? I need to loop a video clip at one point in my code and first play one video, then another at another point. both things are kinda hard to do with Unity executing a few snippets of code after starting the video.