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Video Editor

Import an MP4 or WebM clip as a Video resource, then play it from Logic. Use a short clip for the first check so you can observe both playback and completion.

Prerequisites

Show Advanced resources, add a Video in the Resource Tree, and open it. Prepare a placed controller Object with a Logic Component. Keep the original video file if you expect to replace it later.

Import and Inspect a Clip

  1. Choose Import Video or drop the file on the editor’s import area.
  2. Wait for the native player to load metadata. Check the file name, duration, resolution, and size.
  3. Play the clip with the player’s controls. Confirm that its picture and sound decode in the editor.
  4. Set the resource’s Volume and Loop defaults. Loop is relevant to playback attached to an Object; choose a non-looping clip when you need a predictable ending.
  5. Save and reopen the resource. Check that its source and playback settings remain.

Importing a replacement keeps the resource identity, so existing Logic can continue to reference it. It changes the media those references play. Recheck timing after a replacement, especially when later Actions depend on the clip’s duration.

The editor stores the imported media with the project. File size contributes to the exported game. A longer or higher-resolution clip can dominate the download even when its screen presentation is small.

Play the Clip From Logic

Add Control Fullscreen Video, set Operation to play, and select the imported Video. Wait until finished holds the sequence until playback ends; Players can skip and Skip Command control interruption. Use Control Video on Object when the clip should appear on the chosen instance instead. That Action has a separate Loop field.

Run the Scene and trigger the Event once. Check picture, volume, playback completion, and the player’s ability to return to gameplay. If your sequence waits for completion, use its documented completion Event or operation.

Expected result: the selected clip appears in the chosen presentation and follows the configured playback operation. A successful editor preview proves local decoding; also check an exported Web Folder in the browser you expect players to use.

Troubleshooting

If the editor reports that the clip cannot be decoded, re-export it as a supported MP4 or WebM and import that file. Renaming a file extension does not change its codec.

If the clip plays in the editor but not in the game, check the Action’s resource and target, confirm that the triggering Event runs, and inspect Console output. In a web export, begin playback from a player interaction when the browser blocks media playback.

If a waiting sequence never finishes, check Loop and the chosen operation. Test again with a short non-looping clip. If export size is excessive, shorten the source or reduce its resolution and bitrate before replacing it.

See the advanced Action reference for video operations and the web publishing guide for final-browser checks.

Myth Engine Documentation