Load textures from images stored in StreamingDataPath - android

I'm trying very hard to understand how should i store and load some images in my Unity app for Android platform.
From what i understood, i should store them in the Application.streamingAssetsPath.
However i don't know how to access them.
Note: My images are in sub-folders within the streaming assets folder.

Here a some pages that I think might help you:
The docs:
https://docs.unity3d.com/Manual/StreamingAssets.html
Others:
https://answers.unity.com/questions/210909/android-streamingassets-file-access.html
https://forum.unity.com/threads/solved-loading-image-from-streamingassets.717869/
Personally, I do not develop on android so I can’t help you more unfortunately but I am hopping this can help a bit.

Related

I need ways in which I can access images on my rpi-4 for an android app I am making

So I have a directory in my RPI-4 which there are various subfolders each of which contains images related to the folder.
I am making an android app which is basiclly a wallpaper folder and I have no clue how to access those images the only method i have in my mind is converting the images to base 64 then having a postgress database to access it but it seems a hassle to convert all the image and then also maintain and update it(as the app will also have a update feature later).
So i am open to learn new stuff in order to find an effective way to solve this.

How to get images from Mobile Game Application?

I am making some Landing Pages and I need original images from mobile games applications.
I have iOS but no problem if you have solution with Android.
I just want to get like images, sounds from some game like “Clash Royae”, “Clash of Clans” something like that.
I can’t find anything usefull on Google...
Looking for fast responde,
Have a nice day!
The request you are making is probably takes long to get the images and sounds. You need to install emulator and get the file from application like .apk and have an application to uncompressed it. Then you will see all the files used in the application.

Create video from pictures saved in sd-card on Android

I have read many threads about how to create videos from images on Android. I am a bit confused about how can I get it work.
Some posts says that we can use a ffmpeg library for android. I have seen other posts talking about the library Media Format. Some other posts have two years and maybe has been some changes.
Right now, what is the simplest way to create a video from images (regardless how eficient is the process)?
Thank you.

Runtime resource files with PlayN

Working on a game that would like to allow users to select different character skins using PlayN (targeting Android as first platform). But these character skins will be made available later on (and due to their size, player may not want to download ALL skins). So rather than create a large bundle with all skins, is there a way for PlayN to access different resource files at runtime? We can setup a server backend for players to browse the latest available skins.
Any help/pointer is greatly appreciated.
You can use Assets.getRemoteImage to load images remotely.
There is currently no way to cache the downloaded images, which makes this non-optimal for your purposes, but I'm going to add support for caching the downloaded images which should make it work reasonably well if you use texture atlases and don't have a ton of images to download.
If you do need to download dozens or hundreds of images in one fell swoop, then you'll need to write custom per-backend code to handle that (and you'll have to give up using the HTML backend, because it cannot do things like download a zip file and unpack it into local storage).

Add and load images, videos and pdfs from a raw folder or an SDCard Android Tablet design?

Good day, I have a requirement to create a kind of book app with pdfs, images and videos worth up to 10gb and more on a tablet locally. Now there is no intention to sell it on the android market or any other store, its completely in house, so i think issue with apk size has been clarified. What am asking is, where is the best place to put all this contents so that i can readily load them up and use them accordingly?
Should i be using the raw folder and create sub-folders for each images, videos and pdfs?
Should i create folders on an sdcard(assuming there is one in place)? or
Please if you have any other solution or ideas on how to implement this, I would gladly like to hear this. Thanks for your responses in advance.
P.S by the way, since its a tablet specific app, is there any need to have a multi-pane layout fragment or ii can just use all the space. thank you
I suppose you can use a RAW folder, but it would also make the APK size huge from what I understand because all the files in the RAW folder need to be packaged with the application.
From what I've seen in the past, most applications, actually most games, that have lots of extra data will download the additional data on first launch. Basically:
The application launches
It checks whether or not you have all the additional data (Books, pdfs, images)
If not, it starts downloading that data to the SDCARD.
It may not make sense in your situation, but doing it this way gives you more finite control over how much data needs to be downloaded. If function A only requires package A of additional data, then you only need to download package A, you don't need to download everything. Or perhaps you could let the user choose what packages of additional data they want to download, which would also save bandwidth, time and resources.

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