Search Issue Tracker

Fixed in 2017.3.0f3

Fixed in 5.4.X, 5.5.X, 5.6.X, 2017.1.X, 2017.2.X



Found in


Issue ID




[iOS] FullScreenMovieControlMode.CancelOnInput does not work on iOS11



There is an issue with video playback in Unity. On iOS10 single tap skips the video, and there is no option to make a double tap. In iOS11 betas single tap does nothing, and double tap zooms video, and there is no way to skip it.

Steps to reproduce:
1. Build and run attached project ( on iOS11 device
2. On Player press Button (video will start)
3. Touch once on the screen

Expected behavior: video stops, the main Player window appears.
Actual behavior: video doesn't stop, a double tap zooms video in.

Tested with:
iPhone 6S iOS11.0 beta 4 - reproduced
iPod 6th gen iOS10.2.1 - not reproduced
Xcode 9.0 beta 4.

Reproduced with: 2017.3.0a2, 5.6.3f1.

Comments (8)

  1. lijianwei82475

    Nov 30, 2017 02:43

    QUINNX‘s idea is correct, you can add that codes and save as a new in local disk, when build iOS ipa using Unity, replace created by unity with your saved, and then works!

  2. csumsky3

    Nov 08, 2017 16:42

    Does anyone here know if this was also fixed in a patch version of 5.5.x, or even 5.x? Upgrading to 2017 at this point in our dev cycle.... too dangerous.

    Or does anyone know a way to append that block of code in a post-process function? We use Unity Cloud Build for all our builds, so going into Xcode isn't currently an option... unless we totally change our pipeline.

  3. arturmandas

    Oct 17, 2017 13:06

    Well so great it's fixed in a version that isn't released yet. How comforting.

  4. MultivariousTom

    Oct 12, 2017 15:34

    Cheers Quinnx, your workaround saved me a ton of headaches!

  5. Vector-Sprite

    Oct 11, 2017 19:45

    What QUINNX suggested works for me. The file is located here in Xcode:


  6. QuinnX

    Sep 21, 2017 12:14

    Append these lines to the end of in the Xcode project generated by Unity:

    @interface UIWindow (VideoPlay)

    @implementation UIWindow (VideoPlay)
    - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
    [super touchesBegan: touches withEvent: event];

    NSString *version = [UIDevice currentDevice].systemVersion;
    if(version.doubleValue >= 11 && UnityIsFullScreenPlaying()) {

  7. webing

    Sep 14, 2017 09:27

    resolved? how?

  8. MPCCreative

    Sep 04, 2017 14:27

    Happening here, too. Breaking an app we made which is on +2m devices :x

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.