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|path||Filesystem path to the movie file.|
|controlMode||How the playback controls are to be displayed.|
|scalingMode||How the movie is to be scaled to fit the screen.|
Plays a full-screen movie.
Note that player will stream movie directly
from the device storage, therefore you have to provide movie as a
separate files and not as a usual asset. You will have to create a
StreamingAssets inside your Unity project (inside your
Assets folder). Store your movies inside that folder.
Unity will automatically copy contents of that folder into the
Calling this function will pause Unity during movie playback. When playback finishes Unity will resume.
The first parameter,
path, can be a network-based URL. The function
will detect that by looking for a "://" substring that follows the
Handheld.PlayFullScreenMovie internally uses MPMoviePlayerController
object to play movies. Therefore, you should expect the same behavior
and the same supported formats. MPMoviePlayerController supports any
movie or audio files that already play correctly on an iPod or iPhone.
For movie files, this typically means files with the extensions .mov, .mp4, .mpv, and .3gp and using one of the following compression standards:
H.264 Baseline Profile Level 3.0 video, up to 640 x 480 at 30 fps. Note that B frames are not supported in the Baseline profile.
MPEG-4 Part 2 video (Simple Profile).
Calling this function will initiate a transition that fades the screen from your current content to the designated background color of the player. When playback finishes, the player uses another fade effect to transition back to your content.
You can find Apple's MPMoviePlayerController documentation here: MPMoviePlayerController Class Reference
On Windows Phone 8,
Handheld.PlayFullScreenMovie internally uses Microsoft Media
Foundation for movie playback. On this platform, calling
with full or minimal control mode is not supported.
On Windows Store Apps and Windows Phone 8.1,
internally uses XAML MediaElement control.
On Windows Phone and Windows Store Apps, there generally isn't movie resolution or bitrate limit, however, higher resolution or bitrate movies will consume more memory for decoding. Weaker devices will also start skipping frames much sooner at extremely high resolutions. For example, Nokia Lumia 620 can only play videos smoothly up to 1920x1080. For these platforms, you can find list of supported formats here: Supported audio and video formats on Windows Store
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