I need to access a file natively (from C++ or Java code) on Android and iPhone in a Unity plugin project. Does Unity provide any method to access files in the project Assets?
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问题:
回答1:
- My workaround was to copy the files from the Application.streamingAssetsPath (which is inside a jar and can`t be accessed by most native libraries) to the Application.persistentDataPath (which is totally fine)and then to pass that path to the native code.
- The source files in the project should be under Assets\StreamingAssets
Small sample code in c# to copy files async: Add this method to a script which inherits MonoBehaviour
IEnumerator CopyFileAsyncOnAndroid()
{
string fromPath = Application.streamingAssetsPath +"/";
//In Android = "jar:file://" + Application.dataPath + "!/assets/"
string toPath = Application.persistentDataPath +"/";
string[] filesNamesToCopy = new string[] { "a.txt" ,"b.txt"};
foreach (string fileName in filesNamesToCopy)
{
Debug.Log("copying from "+ fromPath + fileName +" to "+ toPath);
WWW www1 = new WWW( fromPath +fileName);
yield return www1;
Debug.Log("yield done");
File.WriteAllBytes(toPath+ fileName, www1.bytes);
Debug.Log("file copy done");
}
//ADD YOUR CALL TO NATIVE CODE HERE
//Note: 4 small files can take a second to finish copy. so do it once and
//set a persistent flag to know you don`t need to call it again
}
回答2:
Access to files at runtime is limited to directory Assets/Resources. Everything placed in there can be accessed by Resources.Load
method (doc) but there is no chance to get something from outside the folder.
Within Assets/Resources folder you can set up an arbitrary folder structure. I used it in an iPhone project for level building from predefined text files and it worked like a charm.