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Issue ID




VideoPlayer.Play() still has a delay after using VideoPlayer.Prepare()




Priority: 2Necessary for shipping a final release


Severity: 3Workaround is possible

Steps to reproduce:
1. Download and open the attached project
2. Enter Play mode

Expected result: videos are played seamlessly due to being prepared
Actual result: videos still have a delay when they are started to play, even if they were prepared

Reproduced on 5.6.0p4, 5.6.1p2, 2017.1.0b4, 2017.1.0b8, 2017.2.0a1
Feature introduced in 5.6

-User suggests ideally having a queue of videos to be prepared
-The issue appears on Android platform too

Comments (5)

  1. 5c9e21eefeb8f652abf8953d4e8730b7?d=mm


    Jul 29, 2017 21:44

    I'm also getting this when trying to loop videos. I'm making an AR app that puts 1-2 second looping videos on AR targets, getting this 0.2 second delay is not helping my experience. I'm getting this on iOS but also visible on the unity editor.

  2. Cd850afdd1e689f54a1256ff242cf129?d=mm


    Jul 14, 2017 00:36

    I get this delay on Android. The entire app hangs for 4 or 5 seconds. Since you can't run videoplayer.Prepare() in a background thread, I'm not sure how to work around this.

  3. F6e7c41cc7dc18e20ed7e7d078b9a304?d=mm


    Jun 04, 2017 18:41

    Just an addition to my previous comment. I'm only getting significant delays on Android. On iOS the delays are much shorter and more manageable.

  4. F6e7c41cc7dc18e20ed7e7d078b9a304?d=mm


    Jun 03, 2017 19:57

    I get this delay as well, but also get a similar delay when VideoPlayer.Stop() is called.

  5. Fd55fc7d961a5c1e0de27e15c23b3f52?d=mm


    Jun 02, 2017 17:27

    We were told that this issue is also the reason that we see temporary game freeze when calling Prepare() on windows platform.

    Prepare() should not block the game loop. This is very important when trying to use video player to do video preview(loading thumbnail).

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