VideoPlayer component playing based on amount of screens connected

I’m developing a program in Unity that allows users to view a video on multiple screens. To achieve this, I’ve placed a Video Player component on a plane object and created multiple cameras that are evenly spread across it. However, I’m encountering a problem when building the program as an executable file (EXE). When I launch the EXE and play the video, it plays slower compared to when running it from the Unity editor. This issue only occurs when using the EXE build and not when running it from the editor.



The system I am using is
Linux name 5.15.0-58-generic #64-Ubuntu SMP Thu Jan 5 11:43:13 UTC 2023 x86_64 x86_64 x86_64 GNU/Linux the video is a Webm file with a VP8 encoding the computer has a rtx 3090 32 GB of ram and a
i9-12900K

I did find another thread with a similar problem on what I belive is a windows system https://forum.unity.com/threads/videoplayer-component-playing-too-slowly.1141366/ so I don’t think it’s limited to Linux. I have tried turing off monitors and it dose change the speed the video plays.

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Can you profile your build and check how your GPU and CPU perform? Do you see any jobs becoming longer in the profiler when turning on/off your monitors?