We have Play, Pause and Stop.
Play is ok.
Pause is ok.
Stop is kind of misleading:
Unity Docs says it “Pauses the playback and sets the current time to 0.” - what it actually does, but we do not see the first frame.
What I expect and need is (not a workaround-solution like Stop-Play-Pause but) a simple and true Rewind-Method that visually shows Frame 0 after invoked.
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I agree. It looks like that functionality is missing. It’d be nice if the could at least see the source or have access to the api for playback, so we could attempt to write our own rewind, if no one has gotten around to that yet.
You can set the current time to any place you want with the API, by frame number with VideoPlayer.frame or by time (in seconds) with VideoPlayer.time. The doc for the Stop() method clears the VideoPlayer’s internal state (textures, buffering, …) so it’s normal that when calling it, nothing is visible. This will be added to the API documentation so it’s less confusing. Pause() would be a better way to interrupt playback without losing this state.
Does this help?
Sorry - not really.
There are at least three basic functions that usually come with any videoplayer:
Play - Pause - Rewind
Example of a very basic GUI for a videoplayer:
A “Playbuttons” OnClick-Event would target the Videoplayer.cs>Play()-function. (Available)
A “Pausebuttons” OnClick-Event would target the Videoplayer.cs>Pause()-function. (Available)
A “Rewindbuttons” OnClick-Event would target the Videoplayer.cs>Rewind()-function. (Custom script needed) 
Please - why is it so hard to natively provide such a basic method?
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Any updates on if a Rewind functionality is coming?
This still seems to be a basic feature missing in Unity 2017.1.