WEBGL add assets on runtime

Hello everyones !
I am new to webgl and js. I would like to add user’s selected assets (picture and video) to my webgl player on runtime, for exemple when the user drag and drop picture on it or when he click on a button.

I have already found this, it work perfect for picture but I have no idea from where to start to make it work with video. I have found this too but It didn’t work with video either when I have tried it. I have looked for the drag and drop event in unity but I believe like the guy in the first link said that since webgl is executed in a browser there is some security concerns and I can’t acces to a document that simply. If someone could help me that would be great !

I have some news (in case one day somebody would have to do something like me).
I have redo the code who allowed me to take pictures.
Instead of drawing the picture on a HTML canvas like I think the ancient code did, I was reading directly the file using the Filereader API (you can see how here).

But it didn’t work either because the string returned by the JS code was too long and I didn’t found how to cast the JS string into a viable C# byte[ ] or any other type.
I tried to send part of the js string one after the another to my C# code but I was really too long (40s for a 28s video).
I have also tried to use all the others FileReader.ReadAs… functions and use their return value.
Maybe I was really close to make it at some point but because of my really light knowledge in javascript I didn’t achieve it.

Now I have revised my expectations and I will not try to get the local file no more but I am trying to acces to a video on the same server where the webgl player is stored via the WWW class. But I am simply wondering if it is possible to make this work.
If somebody have already done this with WWW it would be nice to help. :slight_smile: