DLL: Library of Images [duplicate] - c#

I cannot get Unity Assetbundles working in an iOS build.
In Unity I build the assetbundles:
using UnityEditor;
public class CreateAssetBundles
{
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles()
{
BuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.iOS);
}
}
And they work fine in Unity. using them with
AssetBundle bundleLoadRequest = AssetBundle.LoadFromFile("file://" + Application.dataPath + "/AssetBundles/iOS/" + myassetbundlename.ToString());
and/or
WWW wwww = WWW.LoadFromCacheOrDownload("file://" + Application.dataPath + "/AssetBundles/iOS/" + myassetbundlename.ToString(), 4);
(Without the "file://" prefix, the bundles won't work in Unity nor Xcode)
I build the project to Xcode and run it in Xcode and receive this error:
Unable to open archive file:
/Users/user/Documents/Workspaces/unityproject/Assets/AssetBundles/iOS/lchairanimations
It might be related somehow to setting the correct path, but as I have copied the assetbundle folder afterwards to Xcode project, the problem persists.

In this example below, I will demonstrate how to add new asset called "dog" to our AssetBundle named "animals" and build it then load it during run-time.
Setting Up Build Folders:
1. Select the asset such as image file. In this case, that's the "dog.jpeg" file. See the menu in the "Inspector" tab. Sometimes, the AssetBundle option it is hidden, drag it up to show it. See the animated gif below for how to do this. The default AssetBundle is "None". Click on the "None" option then go to the "New" option and create new AssetBundle and name it "animals"
2. Create a folder named StreamingAssets in the Assets folder. This is the folder we are going to build the AssetBundle into. Spelling counts and it's case sensitive so make sure to name it correctly.
3. Create sub-folder in the StreamingAssets folder to hold the AssetBundle. For this example, name this folder AssetBundles so that you can use it to recognize what's in it.
Building AssetBundle:
4. Below is the build script.
A. Create a script named ExportAssetBundles and put it in a folder named "Editor" in the Assets folder then copy the code below inside it:
using System.IO;
using UnityEditor;
using UnityEngine;
public class ExportAssetBundles
{
[MenuItem("Assets/Build AssetBundle")]
static void ExportResource()
{
string folderName = "AssetBundles";
string filePath = Path.Combine(Application.streamingAssetsPath, folderName);
//Build for Windows platform
BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
//Uncomment to build for other platforms
//BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.iOS);
//BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.Android);
//BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.WebGL);
//BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX);
//Refresh the Project folder
AssetDatabase.Refresh();
}
}
B. Build your AssetBudle by going to Assets --> Build AssetBundle menu.
You should see the built AssetBundles inside the Assets/StreamingAssets/AssetBundles directory. If not, refresh the Project tab.
Loading the AssetBundle during run-time:
5. When loading it, Application.streamingAssetsPath should be used to access the StreamingAssets folder. To access all the folders use, Application.streamingAssetsPath + "/AssetBundle/" + assetbunlenameWithoutExtension;. The AssetBundle and AssetBundleRequest API are used to load the AssetBundle. Since this is an image, Texture2D is passed to them. If using a prefab, pass GameObject instead then instantiate it. See comment in code for where these changes should be made. It is recommended to use Path.Combine to combine path names so the code below should use that instead.
Below is a simple loading function:
IEnumerator LoadAsset(string assetBundleName, string objectNameToLoad)
{
string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, "AssetBundles");
filePath = System.IO.Path.Combine(filePath, assetBundleName);
//Load "animals" AssetBundle
var assetBundleCreateRequest = AssetBundle.LoadFromFileAsync(filePath);
yield return assetBundleCreateRequest;
AssetBundle asseBundle = assetBundleCreateRequest.assetBundle;
//Load the "dog" Asset (Use Texture2D since it's a Texture. Use GameObject if prefab)
AssetBundleRequest asset = asseBundle.LoadAssetAsync<Texture2D>(objectNameToLoad);
yield return asset;
//Retrieve the object (Use Texture2D since it's a Texture. Use GameObject if prefab)
Texture2D loadedAsset = asset.asset as Texture2D;
//Do something with the loaded loadedAsset object (Load to RawImage for example)
image.texture = loadedAsset;
}
Things to before loading note:
A. Name of Assetbundle is animals.
B. Name of the asset/object we want to load from the animals Assetbundle is dog This is a simple jpg of a dog.
C. The loading is simple as this:
string nameOfAssetBundle = "animals";
string nameOfObjectToLoad = "dog";
public RawImage image;
void Start()
{
StartCoroutine(LoadAsset(nameOfAssetBundle, nameOfObjectToLoad));
}

I have a suggestion as well that might be more accommodating to developers like me who want something more .Net based. You might consider building a "Launcher" using Unity. I would build it using Unity so it remains cross platform. Next, consider bundling your updates in a DLL since Unity supports .Net framework or store them as a image in a web folder. You can grab your data using Webclient. Article here:
https://learn.microsoft.com/en-us/dotnet/api/system.net.webclient.downloadfile?view=netframework-4.8#System_Net_WebClient_DownloadFile_System_Uri_System_String_
A launcher might be a better way to grab or update your content. I've been toying with the idea every since I played Lord of the Rings Online and I like their Launcher. So I wanted to make one for my own games. In your code you would use "DownloadFile(Uri, String)" to get your data. I would use an API or something to first check your current version of the game or DLL etc. Then check the data base for laest version. Finally the API or something could build a list of new files needed or updated files needed and just loop through requesting the files and download what you need.

Related

How to load a material file in Unity which is outside Assets folder?

I have a plane, whose material I want to load dynamically at run time. The said material is outside the Unity Project Folder. How do I load it in my game?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Experiment : MonoBehaviour
{
public Material materialToChange;
Material m_Material;
void Start()
{
m_Material = GetComponent<Renderer>().material;
}
void Update()
{
if(Input.GetKeyDown("a"))
{
GetComponent<Renderer>().material=materialToChange;
}
}
}
So here I want materialToChange be a material file whose path I want to give and is outside the Unity Project folder.
Unity provides AssetBundles which allow to load assets (GameObjects, Materials etc ... ) at runtime.
The objective is to create an AssetBundle which contains your new materials for example. Then you can download this AssetBundle (from local path or from the web) and extract your assets.
You will be able to change your material with the new one !
Take a look at this page : Unity AssetBundles

How to instantiate in runtime a prefab in a given folder that is not within the Resources hierarchy?

I have a prefab let's say (MyPrefab.prefab) that is located as "Assets/Scripts/MyPrefab.prefab".
How can i instatiate it at runtime?
I tried this code snippet but it threw an excenption at run-time.
var myGO = Instantiate(Resources.Load ("Assets/Scripts/MyPrefab") as GameObject);
and this:
var myGO = Instantiate(Resources.Load ("Assets/Scripts/MyPrefab.prefab") as GameObject);
None of them worked for me. Unity threw an exception:
ArgumentNullException: The Object you want to instantiate is null
PS: I am not allowed to move the prefab to another folder.
In general Don't use Resources at all!
If for some reason you still want to use it your assets have to be placed in a folder called Resources as only these are tracked by the Resources system
All assets that are in a folder named "Resources" anywhere in the Assets folder can be accessed via the Resources.Load functions. Multiple "Resources" folders may exist and when loading objects each will be examined.
But as said rather have a
public GameObject prefab;
or also
[SerializeField] private GameObject prefab;
field. This now appears in the Inspector of according component. Simply drag&drop your prefab into this slot and then do
var myGo = Instantiate(prefab);
Especially have a look at Instantiate Prefabs at runtime
To load something from the resources folder, it's path must have a Resources folder in it.
So your prefab could be
Assets/Resources/Scripts/yourPrefabName and then loaded by Resources API using
Resources.Load<GameObject>("Scripts/yourPrefabName");
Or
Assets/Scripts/Resources/yourPrefabName and then loaded by the resources API using
Resources.Load<GameObject>("yourPrefab");
PS: do not place scripts in a directory with a 'Resources' folder as it's direct or indirect parent.

The name 'FileUtil' does not exist in the current context

I am encountering the error- "The name 'FileUtil' does not exist in the current context" only when i am building my unity app for android but it runs fine without any errors when i run it in the editor. This line basically deletes a folder
I have tried adding using System.IO; but it still isn't working. Also it works if I remove the line.
public void Delete()
{
P = EventSystem.current.currentSelectedGameObject.transform;
FileUtil.DeleteFileOrDirectory(Application.persistentDataPath + "/ARPortal/" + P.parent.gameObject.name);
P.gameObject.SetActive(false);
P.parent.GetChild(4).transform.gameObject.SetActive(true);
counter = 0;
}
Is there any workaround or alternate to delete a folder.Snippet ofthe error i am encountering
FileUtil is part of the UnityEditor namespace. It does not exist in a build but only within the Unity Editor itself.
=> You can not use anything from it in a built App.
Usually you only use it for editor scripts (things that shall only happen in Unity e.g. for having fancy Inspectors etc).
In order to exclude such code parts from a build there are basically two ways:
Make sure all editor script are placed in folders named Editor. Those are automatically excluded from the build process.
If you only want to exclude certain code blocks of the build (everything using UnityEditor you can use the if pre-processors with UNITY_EDITOR
#if UNITY_EDITOR
using UnityEditor;
#endif
...
#if UNITY_EDITOR
// some code using the UnityEditor namespace
#endif
For deleting a folder on runtime you could use e.g. Directory.Delete
For a file you can use File.Delete
In both cases you should never directly concatenate path strings but rather use Path.Combine
using System.IO;
...
var path = Path.Combine(Application.persistentDataPath, "ARPortal", P.parent.gameObject.name);
//if it is an empty folder use
Directory.Delete(path);
//if it is a folder with content use
Directory.Delete(path, true);
//if it is a file use
File.Delete(path);

Copy some extra file in data folder after build in unity

I have to copy two text files and a folder to my build data folder after finishing the build (exe) for windows platform. Each time I build, I want to copy these files and folder from assets to build data folder. Is this possible in unity? Cause sometime I forget to copy desired file in data folder and my player does not work correctly.
You can subscribe a static method to PostprocessBuild.OnPostprocessBuild
This method will be called every time a build is finished.
So your code might look like this:
using UnityEditor;
using System.IO;
using UnityEditor.Build;
using UnityEngine;
class MyCustomBuildProcessor : IPostprocessBuild
{
public int callbackOrder { get { return 0; } }
public void OnPostprocessBuild(BuildTarget target, string path)
{
File.Copy("sourceFilePath","destinationFilePath");
}
}
It sounds like you want your own custom editor build function. You can do this with a custom editor menu item.
Unity Editor Extensions – Menu Items
Here is what the code might look like:
[MenuItem("MyBuildMenu/MyBuildMenuItem")]
static void BuildAndCopyItems()
{
File.Copy("path1","path2"); // copy your files
BuildPipeline.BuildPlayer(); // build the player
}
you'll need to pass the correct arguments to BuildPlayer:
BuildPipeline.BuildPlayer
The file containing this script will need to be within your project in a folder called 'Editor'.
And you'll get a new menu item in the Unity editor to perform your custom build:

Unity asset bundle server automation

I am developing an application in Unity where users can upload their own 3d-models. I have been searching for ways to implement this and the best way to load models from all types seems to be asset bundles. To create these bundles on a server i want to run Unity in batch mode and create the bundles from a static method.
The problem I'm facing is that it seems to be impossible to include objects in a asset bundle from script. In the editor you just select the asset bundle name but to automate this, that won't be possible.
Found the answer using the AssetImporter as i intended in the first place. For some reason I tought I had to instantiate the object in order to bundle it. That was a false assumption and by just adding the project path you can assign a bundlename to a asset.
foreach (string file in filesInFolder)
{
if (!file.Contains(".meta"))
{
AssetImporter importer = AssetImporter.GetAtPath("Assets/models/" + file);
if (importer != null)
{
importer.assetBundleName = BundleName;
Debug.Log("assetBundlesAssigned");
}
else
{
Debug.Log("No asset selected");
complete = false;
}
}
}
When all the assets are assigned you can build them as usual like so.
public static void ExecBuildAssetBundles()
{
Debug.Log("Building bundle");
BuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.Android);
}

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