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Video New 5.6 Video Player does not respect Time.captureFramerate

Discussion in 'Audio & Video' started by b4th, Apr 17, 2017.

  1. b4th

    b4th

    Joined:
    Jul 4, 2016
    Posts:
    65
    According to this thread, the old MovieTexture system respected Time.captureFramerate if the mov did not contain embedded audio, thus allowing capture of an in-game MovieTexture with correct playback timing. The new Unity 5.6 Video Player does not, even if audio is deliberately not imported from the video asset.

    Are there any plans to support captureFramerate in the new Video Player? Does anybody know of any other video plugin for Unity that does respect captureFramerate?
     
    AndrewRH likes this.
  2. AndrewRH

    AndrewRH

    Joined:
    Jan 24, 2012
    Posts:
    2,806
    Yes this would be a great addition.

    Our AVPro Video player does have an option to support captureFrameRate. We added this to allow for video capture systems to capture video playback even when adjusting time.captureFrameRate to get the best quality renders. Naturally the performance of this isn't suitable for real-time.

    Thanks,
     
  3. callumroseFC

    callumroseFC

    Joined:
    May 10, 2019
    Posts:
    7
    For anyone looking at this now my fix was to turn off
    Code (CSharp):
    1. VideoPlayer.skipOnDrop