//Application.streamingAssetsPath //public static string streamingAssetsPath; //The path to the StreamingAssets folder (Read Only).
//Use the StreamingAssets folder to store Assets. At run time, Application.streamingAssetsPath provides the path to the folder. Add the //Asset name to Application.streamingAssetsPath. The built application can load the Asset at this address.
//It is not possible to access the StreamingAssets folder on WebGL and Android platforms. No file access is available on WebGL. Android uses a compressed .apk file. These platforms return a URL.
//Use the UnityWebRequest class to access the Assets.
using UnityEngine; using System.IO; using UnityEngine.Video;
// Application-streamingAssetsPath example. // // Play a video and let the user stop/start it. // The video location is StreamingAssets. The video is // played on the camera background.
public class Example : MonoBehaviour { private UnityEngine.Video.VideoPlayer videoPlayer; private string status;
void Start()
{
GameObject cam = GameObject.Find("Main Camera");
videoPlayer = cam.AddComponent<UnityEngine.Video.VideoPlayer>();
// Obtain the location of the video clip.
videoPlayer.url = Path.Combine(Application.streamingAssetsPath, "SampleVideo_1280x720_5mb.mp4");
// Restart from beginning when done.
videoPlayer.isLooping = true;
// Do not show the video until the user needs it.
videoPlayer.Pause();
status = "Press to play";
}
void OnGUI()
{
GUIStyle buttonWidth = new GUIStyle(GUI.skin.GetStyle("button"));
buttonWidth.fontSize = 18 * (Screen.width / 800);
if (GUI.Button(new Rect(Screen.width / 16, Screen.height / 16, Screen.width / 3, Screen.height / 8), status, buttonWidth))
{
if (videoPlayer.isPlaying)
{
videoPlayer.Pause();
status = "Press to play";
}
else
{
videoPlayer.Play();
status = "Press to pause";
}
}
}
}