>>331863570
It's actually just one video player, since vrchat gets weird with more than one player active at a time. I encode all the videos in a grid with this script https://ghostbin.com/paste/v51Z3, and each screen material reads from the video render texture. Each video also has its audio on a separate track, which unity directs to separate AudioSources, which each get spatialized separately.

HLS from ffmpeg does also work pretty well in vrchat, but it's 5-10s latent at best; for prerecorded stuff it's a lot easier to do the encode ahead of time, so seeking still works reasonably.

I honestly haven't tried what happens if you put multiple video players in an udon world yet. sdk2 video players definitely were limited to 1 per world, but I suppose if you were careful enough about the rate limiting and syncing, you might have be able to have multiple videos going in SDK3.