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Question by BitMax · Aug 26, 2013 at 01:50 AM · movietextureduration

Movie Texture Duration Returns -1

Hey guys, This is the result I get of a video that plays fine in unity, doing a print right after the Play() function. Format is OGV I would like to get this resolved instead of doing isPlaying.

Any ideas will be greatly appreciated.

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Answer by Gogoriko · Sep 19, 2013 at 12:42 PM

Before you call the Play() function, the duration is -1.

cf. http://forum.unity3d.com/threads/121989-MovieTexture-duration-does-not-work-with-OGV-videos

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avatar image BitMax · Sep 19, 2013 at 02:12 PM 2
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I have the duration function's result printed to console even during and after the movie has played and its still at -1.

avatar image BigHandInSky BitMax · Sep 17, 2015 at 12:26 PM 1
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Same issue here, debugging a WaitForEndOfFrame afterwards and still getting -1.

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Answer by yu.wan · Apr 06, 2016 at 09:29 AM

the duration will be -1 for some reason, but I successfully find a workaround:

IEnumerator playVideoList() { Renderer fr = GetComponent(); fr.material.mainTexture = videoList[0]; MovieTexture fmovie = (MovieTexture)fr.material.mainTexture; fmovie.Play(); AudioSource faud = GetComponent(); faud.clip = fmovie.audioClip; faud.Play();

     //yield return null;
     while (true)
     {
         Renderer r = GetComponent<Renderer>();
         MovieTexture movie = (MovieTexture)r.material.mainTexture;
         if (!movie.isPlaying)
         {
             if (idx == videoList.Length - 1) break;
             r.material.mainTexture = videoList[++idx];
             movie = (MovieTexture)r.material.mainTexture;
             movie.Stop();
             movie.Play();
             AudioSource aud = GetComponent<AudioSource>();
             aud.clip = movie.audioClip;
             aud.Stop();
             aud.Play();
         }
         yield return new WaitForFixedUpdate();
     }
 }
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