architecture
[VideoPlayer] Rendering Halts After Reactivation
Solution
Unity 2019.4.x - Unity 6.3.x
Published Sun, Mar 15
When a GameObject containing both a SpriteRenderer and a VideoPlayer component is deactivated and subsequently reactivated, the VideoPlayer ceases to render its video content, causing the Sprite to become invisible or display an unintended state.
To resolve rendering issues during GameObject state changes, decoupling the media source from the renderer is required.
- Create a dedicated
GameObjectfor your RenderTexture. - Add the
VideoPlayercomponent to this newGameObject. - Create a new RenderTexture asset in the Project window.
- Assign the RenderTexture to the
Target Textureproperty of your video player. - Create a new
Materialand set its main texture to the RenderTexture. - Assign the
Materialto theSpriteRendereron your originalGameObject.
Additional Tips
- Ensure the RenderTexture resolution matches the source video aspect ratio to prevent visual distortion.
- Verify that the
Materialuses a shader compatible with RenderTexture inputs, such as those found in the Universal Render Pipeline (URP).
TL;DR
Placing a VideoPlayer and SpriteRenderer on the same GameObject causes rendering conflicts, as the internal RenderTexture assignment of the video player is disrupted during activation cycles.
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Content inspired by a Unity discussion post.