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architecture

[VideoPlayer] Rendering Halts After Reactivation

Solution

renderingproject architecturetextures

Unity 2019.4.x - Unity 6.3.x

Published Sun, Mar 15

Issue

 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.

Explanation

To resolve rendering issues during GameObject state changes, decoupling the media source from the renderer is required.

  1. Create a dedicated GameObject for your RenderTexture.
  2. Add the VideoPlayer component to this new GameObject.
  3. Create a new RenderTexture asset in the Project window.
  4. Assign the RenderTexture to the Target Texture property of your video player.
  5. Create a new Material and set its main texture to the RenderTexture.
  6. Assign the Material to the SpriteRenderer on your original GameObject.

Additional Tips

  • Ensure the RenderTexture resolution matches the source video aspect ratio to prevent visual distortion.
  • Verify that the Material uses 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.