Is there a way to make VideoFrames not buffer every time they play?

So I baked my jumpscare into a video, and tried using that in a video frame.

I found out no matter what I do, every time I play the video it takes a good 2-3 seconds before it actually plays.

Is there any known workaround for this? Or do I have to place the jumpscare in the game world instead?

Thanks a lot :slight_smile:

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You can try preloading it

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There’s a few ways this can likely be solved, but will need a bit more info on what you’re currently doing to give you the best solution.

Do you create the VideoFrame and/or set its Video property the moment you need it? Where is your VideoFrame parented? Do you set VideoFrame’s TimePosition to a value other than 0?

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So I decided on converting my video to a series of images, and doing it the old-fashioned way instead. It works well.

But basically I tried reusing the same VideoFrame each time the jumpscare would play (it was already loaded in the GUI before it would get played). I did set its TimePosition prior to playing as well. Additionally, the VideoFrame is parented in the primary game UI that I have.

Probably will stick with the image method for now, but having a solution to this problem might open the door back to VideoFrames in the future.

Thanks for your response :slight_smile:

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Thanks for the context!

For this piece, do you mean you set the TimePosition every time before playing the jumpscare? If so, how come? Was it several different jumpscares in one video asset?

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I would set it every time before playing it, because part of the clip needed to be truncated from the beginning basically. And it was just a single jumpscare in the video. :slight_smile: