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//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";
        }
    }
}

}

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