We’ve identified a bug that may occur when the VisionOSVideoComponent is on a different GameObject than that of the MeshRenderer it references. The bug results in errors very similar to that of the attached snippet.
If this is the same bug, as a workaround, please try placing the VisionOSVideoComponent on the same GameObject as the MeshRenderer it’s referencing. Meanwhile, we’ve identified a solution and it should be released soon - most likely not in the immediate next release, but in a subsequent one.
Thank you very much for your response,
Indeed, it seems to work when the player is on the same object as the renderer.
However, I would like to use this player to play rather heavy videos, and as far as I understand, there is no preloading system for the videos.
What would you recommend to play a video at a specific frame without it lagging at the start?
Unfortunately, VisionOSVideoComponent is currently a little limited in feedback and control. Are the heavy videos you are referring to spatial videos? If they aren’t, I would suggest using the normal Unity video player for more control over preloading and seeking. Additionally, is this a local video file or video streaming?
If the videos need to be spatial, please file feedback here to request further additional control over preloading VisionOSVideoComponent.
I started using the Unity Video Player, but my videos are 4K per eye stereo videos in a top-bottom format. However, writing each frame to a render texture causes significant lag.
So now, I’ve encoded them in MV-HEVC (spatial video) and switched to the PolySpatial Video Player. It works, but there’s no preloading…
If I find a solution to my problem, I’ll let you know.