Hi Guys, I have an issue with videoplayback in using the latest GoogleVR SDK and Unity3D version 2017.3.0f3. I'm only using Google Pixel 2's on Android 8.1.0 and Google Daydreams for a project. I'm having an issue with the GVRVideoPlayerTexture where the video stops playing due to buffering but the audio keeps playing. So we have over 20 scenes each with a GoogleVR setup and using a sphere with a GVRVideoPlayerTexture script attached which points to a 4k stereoscopic vr video (around 700MB / 800MB). The first time the video is played everything works fine. The user navigates to the next scene and then almost always the video stops playing at around 0:03 seconds (the picture stops moving) but the audio keeps playing. It seems to happen sometimes with the first video played as well. There are no errors in the Android logcat or in the Unity3D console. I've tried debugging it by putting a Debug.Log statement in the Update() method of the GvrVideoPlayerTexture.cs class and debugging the BufferedPosition and as I assumed this not updated with a new value. It's like it just stops buffering all together. The only way for the user to fix it for now is use our rewind feature in our video controls to rewind the video to the beginning and press play again. Then everything works fine and the video + audio keeps playing. During development I did change the following: Instead of loading the video from the StreamingAssets i'm loading the video from a folder on the sdcard of the Google Pixel by calling the following code: string videoURL = "file://" + GetAndroidInternalFilesDir() + "/PVMMovies/" + videoName; Debug.Log("Trying to load video: " + videoURL); gvrVideoPlayerTexture.videoURL = videoURL; GetAndroidInternalFilesDir basically returns the SDCard directory on the device. The videoName is returned from a database. This script is executed before the GVRVideoPlayer script initializes. I've also made an issue on the GoogleVR Unity3D github: https://github.com/googlevr/gvr-unity-sdk/issues/846 Anybody has an idea?