回答編集履歴
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追記
test
CHANGED
@@ -45,3 +45,141 @@
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}
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```
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---
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追記:
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「再生が開始されるまでは、変更前の動画のままにする」という考えの元、以下のソースを試してみたのですがどうでしょう?
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(※VideoPlayer1とVideoPlayer2は別々のゲームオブジェクトに配置してください)
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```C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Video;
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public class VideoChangeScript : MonoBehaviour
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{
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// インスペクター上でVideoPlayerを指定
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public VideoPlayer VideoPlayer1;
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public VideoPlayer VideoPlayer2;
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Renderer videoPlayer1Renderer;
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Renderer videoPlayer2Renderer;
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void Start()
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{
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videoPlayer1Renderer = VideoPlayer1.GetComponent<Renderer>();
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videoPlayer2Renderer = VideoPlayer2.GetComponent<Renderer>();
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videoPlayer1Renderer.enabled = true;
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videoPlayer2Renderer.enabled = false;
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VideoPlayer1.Play();
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VideoPlayer2.Stop();
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}
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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StartCoroutine(changeCoroutine());
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}
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}
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IEnumerator changeCoroutine()
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{
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// ロード開始
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VideoPlayer2.Prepare();
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// ロード完了まで待機
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while (!VideoPlayer2.isPrepared)
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{
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yield return null;
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}
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VideoPlayer2.Play();
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// 再生するまで待機
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while (!VideoPlayer2.isPlaying)
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{
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yield return null;
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}
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yield return null;
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videoPlayer2Renderer.enabled = true;
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videoPlayer1Renderer.enabled = false;
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VideoPlayer1.Stop();
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}
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}
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```
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