Copy some extra file in data folder after build in unity - c#

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:

Related

Unity: Access HLSL file like a TextAsset?

I would like to expose a public property in my script from which I can drag and drop an .hlsl file onto the script component in the inspector window, like in this image, which shows an exposed property to drop a TextAsset:
The code powering this is:
public class NativeSDKWrapper : MonoBehaviour
{
public TextAsset ShaderFile;
// ...
}
According to the Unity Manual page on TextAsset, .hlsl is not listed as a supported file type. How can I get around this?
I need to read in the contents of an HLSL file to a string, so that I can compile it with D3DCompile.
You can use the Editor class ScriptedImporter to handle this in your editor:
using UnityEngine;
using UnityEditor.AssetImporters;
using System.IO;
[ScriptedImporter(1, "hlsl")]
public class CubeImporter : ScriptedImporter
{
public override void OnImportAsset(AssetImportContext ctx)
{
var ta = new TextAsset(File.ReadAllText(ctx.assetPath));
ctx.AddObjectToAsset("main obj", ta);
ctx.SetMainObject(ta);
}
}
Code based on documentation code linked above.
Be sure to put it in your project's Editor folder, as it references Editor stuff that won't be accessible once built.

DLL: Library of Images [duplicate]

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.

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);

Including a file when I publish my Azure function in Visual Studio

I know this seems like a simple thing but I can't find any help online.
I want to include a file (.html) along with my Azure function when I publish it using Visual Studio. Then I want to be able to access this file in my Azure function.
Why? It seems like only the .dll gets sent to the server when I publish.
This file will be an .html file that will be an email template. I want to read it in my function and then send emails out.
Any help is much appreciated.
I see I can use [send grid in Azure functions][1], but it looks like I can only send out one email and not multiple emails, which is what I want.
First, you need to add the html file to your project, and in the properties, set Copy to Output Directory to "Copy if newer".
Then in your function code, take in an additional ExecutionContext context parameter (note that this is Microsoft.Azure.WebJobs.ExecutionContext and not System.Threading.ExecutionContext). And when you need to access your html file, you can then write:
string htmlFilePath = Path.Combine(context.FunctionAppDirectory, "test.html");
That's assuming you added the file at the root of your VS project. If you instead added it in some Data folder (better practice), you'd write:
string htmlFilePath = Path.Combine(context.FunctionAppDirectory, "Data", "test.html");
See here for full working sample.
I have the same scenario as you have. However, I cannot access ExecutionContext because it is only available in requests. My scenario needs to get the template included in AzFunc project but not in the context of AzFunc's functions. I got it null when I go with the interface - implementation class approach.
Thanks to this guy, I use IOptions<ExecutionContextOptions> in my class to get the root directory of the Azure Func.
My Azure Func project (NET 6, Azure Function v4)
using Microsoft.Extensions.Options;
using Microsoft.Azure.WebJobs.Host.Bindings;
namespace AzureFuncApi
{
public class TemplateHelper : ITemplateHelper
{
private readonly IOptions<ExecutionContextOptions> _executionContext;
public TemplateHelper (IOptions<ExecutionContextOptions> executionContext)
{
_executionContext = executionContext;
}
public string GetTemplate()
{
var context = _executionContext.Value;
var rootDir = context.AppDirectory; // <-- rootDir of AzFunc
var template = Path.Combine(rootDir, "test.html"); // <-- browse for your template. Here's an example if you place test.html right in the root of your project
// return your template here, raw, or after you do whatever you want with it...
}
}
}
My different project defines the interface and uses it there, independently of the real implementation
namespace DifferentProject
{
public interface ITemplateHelper
{
string GetTemplate(); // Use this to get the template
}
}

C# play embedded mp3 file

I know there are a dozen questions like this and I looked at the more popular ones, but I have had no luck in figuring out anything.
I want to make a C# *.exe that would play a sound when opened, I decided it would be OK to start with a Console Application project, but I have no idea if that is the best choice.
I have added the "file.mp3" file to the resource designer under "Other" files and set its build action to "Embedded Resource".
From there I saw the suggestion about WMPLib, which I cannot access in my project - it is not present neither in my Reference Manager, neither does "using WMPLib;" work (it raises a "could not be found" error) or the one about the "System.Media.SoundPlayer.Play();" method but I am having trouble implementing it, because my complier either says an object reference is required for it or it has no overload, because it only takes 1 arguments if I make it like "System.Media.SoundPlayer.Play("file.mp3");"
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
Program p = new Program();
p.Mum();
}
void Mum()
{
System.Media.SoundPlayer.Play();
}
}
}
To play an mp3 file, You will need to add the windows media player Library.
1. Add a reference to the WMP library - in your solution explorer, under your project, go to References, right click and add a reference to WMP. It will be under the COM libraries, I think.
2. Add "using WMPLib;" to your code at the top,
3. Add this code to play the file:
WindowsMediaPlayer myplayer = new WindowsMediaPlayer();
myplayer.URL = "mysound.mp3";
myplayer.controls.play();
mind you the URL is the path to the file you want to play. If it has backslashes in it, you will have to "escape" them. Like this
myplayer.URL = "C:\\Users\\Public\\Music\\Sample Music\\Kalimba.mp3";

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