I know it's not something unity does natively but I've been able to work around with a texture mask, rendering 2 videos, one color and one with the alpha as a mask.
Now I want to implement it in vuforia but on the video playback it seems the guts are running in the plugin and not unity. Is there a simple way to initialize a second video to start/stop with the color video that I can feed into my shader's mask property?
I'm thinking now I should just use 1 video 2x as tall and have the color frame on the top half and mask frame on the bottom. Then on the material I can adjust the uv's to show only the color video half minus the matte area....
As a png sequence, unity takes an empty png and allocates the same size as if it were full of data, a 250 frame (10 sec @ 25 fps) long animation is like 50mb+ on mobile, while the same thing as a 10 sec video is only 1.5mb lol
What do you guys recommend?
In the DefaultTrackableEventHandler.cs script inside OnTrackableStateChanged() instead of calling ontrackingfound and OnTrackingLost I start/stop coroutines.
If the tracker is found it plays an "intro" coroutine and if it's lost it plays "exit" coroutine.
Then in the intro coroutine I start the video, let it play then spawn the other stuff after some delays: