Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

VideoPlayer.frameReady

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Parameters

value The number of the frame that is ready.

Description

The VideoPlayer invokes this event when a new frame is ready to be displayed.

Use this event to:

  • Analyze certain frames of a video.
  • Track progress of the video.
  • Play other effects such as animations or sound effects at a certain frame.

To enable this event so that the VideoPlayer emits it, set the VideoPlayer.sendFrameReadyEvents property to true. This event is likely to tax the CPU, so set VideoPlayer.sendFrameReadyEvents back to false when you don’t need it.

The VideoPlayer also emits this event if you call VideoPlayer.Pause on a VideoPlayer that's not prepared yet or isn’t currently playing. When you call Pause() on a VideoPlayer that's not prepared or playing, it behaves as if you called Play() and then immediately called Pause(). This allows you to seek to a certain point in the video, and pause to give it time to prepare the frame before you play it.

// This script plays some audio when the VideoPlayer reaches the frame ( targetFrame ) you set.  
// Make sure to assign a VideoPlayer component to your GameObject and assign an AudioSource in the Inspector. 

using UnityEngine; using UnityEngine.UIElements; using UnityEngine.Video;

public class FrameReadyExample : MonoBehaviour { VideoPlayer videoPlayer; public AudioSource audioSource;

// The frame you want to play the sound at (set this value in the Inspector). public int targetFrame;

void Start() { videoPlayer = GetComponent<VideoPlayer>();

if (videoPlayer != null) { // Prepare the VideoPlayer to play the video. videoPlayer.prepareCompleted += OnPrepareCompleted; videoPlayer.Prepare(); } else Debug.LogWarning("Your GameObject doesn't have a VideoPlayer component."); }

void OnPrepareCompleted(VideoPlayer vp) { // Clamp targetFrame to be within the frame count of the video. var totalFrames = videoPlayer.frameCount; targetFrame = Mathf.Clamp(targetFrame, 0, (int)totalFrames - 1);

videoPlayer.sendFrameReadyEvents = true; // When frameReady event is invoked, call this function. videoPlayer.frameReady += OnFrameReady;

videoPlayer.Play(); }

void OnFrameReady(VideoPlayer vp, long frameToPlay) { Debug.Log("Frame " + frameToPlay + " is ready.");

// Play the audio when the VideoPlayer video reaches the target frame. if (frameToPlay == targetFrame) { if (audioSource != null) { audioSource.Play(); } else Debug.LogWarning("AudioSource component is missing."); videoPlayer.sendFrameReadyEvents = false; } } }