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E1 - Video
Updated 2 weeks agoVideo
Video · for creators. The easiest pack you'll make. There's no editor, no tags, no anchors — drop a correctly-encoded file at the right name and the cutscene plays it instead. The only thing that takes any thought is the encoding, so this page is mostly that.
You'll be able to: replace any cinematic, and encode the replacement so it actually plays back smoothly rather than stuttering or refusing to load.
Before you start: Module A. That's genuinely all the prerequisite — if you can export a video file, you can make a video pack.
What you can replace
The game's cinematics — the pre-rendered cutscenes. When the game goes to play one, Stitchwork points it at your file on disk instead of the built-in clip. No re-encode step on our end; the game's own video player just plays your file.
The path
Videos/{CinematicName}.{ext}
The name (no extension) must match the cinematic's internal name exactly. Find it in the Dev Hub → Video tab — it lists the game's cinematics and flags which ones already have a replacement on disk, so you can confirm your file is being picked up.
Stitchwork rebuilds its video map on startup and whenever the active pack set changes, so a new file is recognised after a relaunch or a Pack Manager Apply.
Encoding — the one part that matters
Everything above is trivial; this is where a video pack succeeds or fails. Target this and you'll be fine:
- Codec: H.264. The playback path favours it heavily — it's the safe, reliable choice. Encode to H.264 and most playback problems never happen.
- Frame rate: 30 FPS. Author your replacement at 30. Off-rate sources are the usual cause of judder or audio drift.
- Container:
.mp4. The default and the one to reach for first. A broader set works —.webm,.ogv,.mov,.avi,.m4v,.mpg,.mpeg,.wmv— and in principle anything Unity's video player can decode plays, but H.264-in-MP4 at 30 FPS is the combination that just works, every time. - Bitrate: don't overshoot. A very high-bitrate file strains decode and can stutter during playback, especially under a heavy pack load. Keep the bitrate sensible for the clip's resolution rather than maxing it out — the cutscene doesn't need a master-grade stream to look right in motion.
Rule of thumb: H.264, 30 FPS, MP4, moderate bitrate. Stay inside that and "drop the file, it works" is the literal truth. Wander outside it — an exotic codec, 60 FPS, a firehose bitrate — and any playback weirdness is almost certainly the encode, not Stitchwork.
That's the whole feature
There's deliberately not much here. Name the file for the cinematic, encode it sanely, drop it in Videos/, and the next time that cutscene fires it's yours. No formatting, no priority subtleties beyond the usual pack order, no special cases.
You can now replace any cinematic and encode it so it plays clean. Next: bundle it up in Distributing Your Pack — a video pack ships exactly like any other.
Pages
- A-0 Wikis
- A1 - Getting Started
- A2 - Installing Packs
- A3 - The Pack Manager
- A4 - How Stitchwork Works
- A5 - When Something Looks Wrong
- AEx1 - Conditional Activation
- B0 - Choosing a Workflow
- B1 - Starting a Skin Pack
- B2 - Finding Any Sprite
- B3 - Porting Prior Work — Spritesheets & CKC
- B4 - Texture2D (T2D) Sprites
- B5 - Bigger Art — Anchors
- B6 - Animation Canvas Workflow
- B7 - Sprite Paths Reference
- B8 - The Animation Controller
- BEx1 - Reused frames — one sprite, many animations
- BEx2 - Instance-specific paths — same name, different art
- BEx3 - Appliqué: Per-Clip Art
- C1 - Text & Dialogue
- D1 - Audio
- E1 - Video
- F1 - Priority & Conflicts
- F2 - Distributing Your Pack
- G1 - Dumping & Full Dump
- G2 - Companion Mods
- G3 - Hotkeys
- G4 - Pack Folder Structure
- G5 - Testing With Savestates (DebugMod)
- G6 - Troubleshooting