Pretty much what the title says, I switched up my 3D spinning logo to a short looping movie clip on a UI Raw image with a Movie clip on it, but in the stand alone build it is not showing up at all??
Could it be a project setting thing? & If so how would I change that as I have looked and nothing there really jumps out at me as a possible issue?
If so can someone please point out to me how to set that correctly.
This is how I’m using the movie texture on a Raw image that is a child of the canvas.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class LogoMovie : MonoBehaviour {
public MovieTexture movTexture;
public RawImage myLogoMovie;
public AudioClip KittID;
public AudioClip LogoOutFX;
float volume = 0.3f; //Clip Volume Setting
void Start() {
GetComponent<RawImage>().texture = movTexture as MovieTexture;
movTexture.Play();
movTexture.loop = true;
StartCoroutine(Fade("MainScreen"));
}
IEnumerator Fade(string level02)
{
yield return new WaitForSeconds(12.0f); // wait time
GetComponent<AudioSource>().PlayOneShot(KittID);
yield return new WaitForSeconds(9.0f);
myLogoMovie.CrossFadeAlpha (0, 1.0f, false);
GetComponent<AudioSource> ().PlayOneShot (LogoOutFX, volume);
yield return new WaitForSeconds(0.9f);
Application.LoadLevel(level02);
}
}