In Unity, GetDirectories() does not work on Android - android

I've been trying to retrieve directories within Resources folder (Assets -> Resources -> DiscoveryPage -> Bloggers -> various folders I want to get), and it only works on Unity Editor on run time, but not on my Android device.
Here's what I have:
if (Application.platform == RuntimePlatform.Android) {
//discoveryDir = new DirectoryInfo(Application.dataPath + "/Resources/DiscoveryPage/Bloggers");
//discoveryDir = new DirectoryInfo(Application.persistentDataPath + "/Resources/DiscoveryPage/Bloggers");
discoveryDir = new DirectoryInfo("jar:file://" + Application.dataPath + "!/assets" + "/Resources/DiscoveryPage/Bloggers");
MainUI.ShowDebug("Running on Android. #" + discoveryDir.Name);
} else {
discoveryDir = new DirectoryInfo(Application.dataPath + "/Resources/DiscoveryPage/Bloggers");
}
bloggerDirs = discoveryDir.GetDirectories();
if (bloggerDirs == null)
MainUI.ShowDebug("bloggerDirs is null");
else
MainUI.ShowDebug("bloggerDirs is NOT null");
The line:
MainUI.ShowDebug("Running on Android. #" + discoveryDir.Name);
did show up with proper information (I was able to reach Bloggers folder and get the discoveryDir.Name, but
if (bloggerDirs == null)
MainUI.ShowDebug("bloggerDirs is null");
else
MainUI.ShowDebug("bloggerDirs is NOT null");
bloggerDirs doesn't return anything (not even null). Neither debug line was printed out.
Seems like discoveryDir.GetDirectories(); does not work on Android.
Anyone knows the problem and how to get those directories on Android run time?

Related

Unity XR.Settings.LoadDeviceByName() not loading device

I have tried to use XRSettings.LoadDeviceByName() but it never work. I have already check if the parameter device name is same as the current device name but nothing changes. Also, I have added the None in the sdk list
The XRSettings.loadedDeviceName is cardboard when initiating.
IEnumerator testThis() {
if (string.Compare(XRSettings.loadedDeviceName, "", true) != 0) {
XRSettings.LoadDeviceByName("none");
some_text.text = XRSettings.loadedDeviceName;
yield return new WaitForSeconds(1);
XRSettings.enabled = true;
some_text.text = "Device name " + XRSettings.loadedDeviceName;
}
}
IEnumerator temp() {
some_text.text = "Device name " + XRSettings.loadedDeviceName;
yield return new WaitForSeconds(10);
StartCoroutine(testThis());
}
No matter how I detect, the device name is still cardboard.
https://docs.unity3d.com/ScriptReference/XR.XRSettings.LoadDeviceByName.html
What I have done:
Make None as one of the Virtual Reality SDKs
Use XR-Plugin Management
2.1 Disable Virtual Reality Supported
2.2 Convert camera to XR-Rig
2.3 Use the code about turning VR off in XR-Plugin Management
2.4 Remarks: all the procedure in step 2 is work in iOS build but fail in android build.
2.5 https://docs.unity3d.com/Packages/com.unity.xr.management#4.0/manual/index.html
Tried XRSettings.LoadDeviceByName("none"); XRSettings.LoadDeviceByName(""); XRSettings.LoadDeviceByName("None");
Make sure that ''none'' is first in your VR SDK's, Then Cardboard.
I see a problem with your compare, there is no value
if (string.Compare(XRSettings.loadedDeviceName, "", true) != 0) {
If I understand correctly what you want to do, this code down here will receive a device name and will trigger the LoadDevice couroutine with this name.
public void VerifyDeviceName(string newDeviceName)
{
if (newDeviceName == "none")
{
Debug.Log("Will load none device");
StartCoroutine(LoadDevice(newDeviceName));
}
if (newDeviceName == "cardboard")
{
Debug.Log("Will load cardboard device");
StartCoroutine(LoadDevice(newDeviceName));
}
else
{
Debug.Log("Can't find device with name " + newDeviceName);
}
}
IEnumerator LoadDevice(string newDeviceName)
{
XRSettings.LoadDeviceByName(newDeviceName);
yield return new WaitForSeconds(10);
XRSettings.enabled = true;
Debug.Log("Loaded " + newDeviceName);
}
Note; This will obviously not work in editor you wil get a message saying you cannot trigger on/off vr in editor mode.
I just got through this by brute forcing it. The secret is not to Load device by name. If your trying to load "none" you should just initialize and deinitialize your XR loader.
Disable "Initialize XR on Startup" in Project Settings -> XR Plugin Management
In the code use these two methods
IEnumerator StartXR(){
yield return XRGeneralSettings.Instance.Manager.InitializeLoader();
if(XRGeneralSettings.Instance.Manager.activeLoader == null){
Debug.Log("initialization FAILED");
}
else{
XRGeneralSettings.Instance.Manager.activeLoader.Start();
}
}
void StopXR(){
XRGeneralSettings.Instance.Manager.activeLoader.Stop();
XRGeneralSettings.Instance.Manager.activeLoader.Deinitialize();
}
(Sorry I am terrable at code snippits! I'm new to answering)
Then call these as you need them. It should turn on and turn off XR in your project

Crawling Android File System gets stuck in possible SymLink loop

I'm trying to crawl the entire file system of an android device, both directories and files, without the benefit of NIO, to build a tree of it. If I had NIO then I could use WalkTree or similar, but I don't.
The problem I am having (on the Nexus 5 API 23 x86 emulator) is in /sys/bus/pci/devices and possibly other directories (eg /proc/self) - it doesn't complete before the app times out/quits/crashes (unknown which), possibly getting into some kind of loop or something (the path may change in a repetitive fashion but the canonical path varies little or not at all) .
However if I rule out Symbolic links then that problem goes away but I get what is only some of the files on the device rather than all - for example lacking files under /data (or /data/media/0) and those files not showing up elsewhere - not to mention it looks completely different from the file system that most file managers show. The former is strange as I'd understood Symbolic Links pointed to files and folders that were still present in the file system, but just made them look as if they were elsewhere.
What's the solution? Do I have to code exceptions or special handling for /sys/bus/pci/devices, /proc/self and others? I'd prefer to keep Symbolic Links being followed if I can, and I'd prefer to crawl as many files and folders as I can (so starting in a sub-folder is not preferred).
And a few related questions that might affect the approach I eventually take - if I DO keep SymLinks then does that mean that some things will be crawled twice or more? Is there a way to avoid that? Is there a way to detect when something is the TARGET of a SymLink, other than following the SymLink and checking the CanonicalPath?
Here's my code:
I get the root (I understand that in Android, the first and likely only root is the valid one):
File[] roots = File.listRoots();
String rootPath = "";
try {
rootPath = roots[0].getCanonicalPath();
} catch (IOException e) {
// do something
}
Then I start the crawl (note the boolean to choose whether to ignore simlinks or not):
try {
// check if the rootPath is null or empty, and then...
File rootFile = new File(rootPath);
rootNode = new FileFolderNode(rootFile, null, true, false); // last param may be true to ignore sim links
//FileFolderNode(String filePath, FileFolderNode parent, boolean addChildren, boolean ignoreSimLinks)
} catch (Exception e) {
// do something
}
That uses the FileFolderNode, which has constructor:
public FileFolderNode(File file, FileFolderNode parent, boolean addChildren, boolean ignoreSimLinks) throws IOException {
if (file == null)
throw new IOException("File is null in new FileFolderNode");
if (!file.exists())
throw new IOException("File '" + file.getName() + "' does not exist in new FileFolderNode");
// for now this uses isSymLink() from https://svn.apache.org/repos/asf/commons/_moved_to_git/io/trunk/src/main/java/org/apache/commons/io/FileUtils.java adjusted a bit to remove Java 7 and Windows mentions
if (!ignoreSimLinks)
if (FileUtils.isSymlink(file))
return;
this.name = file.getName();
if (this.name.equals("") && ! file.getCanonicalPath().equals("/"))
throw new IOException("Name is empty in new FileFolderNode");
this.isDirectory = file.isDirectory();
if (this.isDirectory) {
this.children = new ArrayList<FileFolderNode>();
if (addChildren) {
File[] files = file.listFiles();
if (files == null) {
// do something
} else {
// add in children
for (File f : files) {
FileFolderNode child = null;
try {
child = new FileFolderNode(f, this, addChildren, ignoreSimLinks);
} catch (Exception e) {
child = null;
}
if (child != null)
children.add(child);
}
}
}
}
}
Given the lack of answers here, I've broken this question down into areas needing clarification, and am trying to get answers to those - please do see if you can help with those:
Get Android Filing System root
Android SymLinks to hidden or separate locations or partitions
Avoiding Android Symbolic Link loop

In Unity, how can I populate this allRoundData array from a json file in a way that works on Android?

I am new to Unity and Android development, but please do not mark this as a duplicate - I've looked all over the stacks for an answer to this, but similar topics and questions haven't yielded any working solutions, or are wanting on details, or outdated, or seem not to fit my specific need.
Ok, I have a quiz app built from following part 1 & 2 of this tutorial. That link contains all the source files anyone might need for reference, and everything works fine on ios and in the unity editor, fyi.
The trouble is with the loadGameData function from the DataController script in Android. Again, everything works fine in iOS and the unity editor, but when I make an Android sdk, the quiz is blank and the console says the data couldn't be loaded.
Here is how the function is currently written (full file in tutorial link):
private void LoadGameData ()
{
string filePath = Path.Combine (Application.streamingAssetsPath, gameDataFileName);
if (File.Exists (result))
{
string dataAsJson = File.ReadAllText (result);
GameData loadedData = JsonUtility.FromJson<GameData> (dataAsJson);
allRoundData = loadedData.allRoundData;
} // #if(File.Exists...
else
{
Debug.LogError ("Cannot load game data!");
} // #else
} // #LoadGameData
If you check the same tutorial on youtube, you'll see lots of people have noted the same problem with the Android build and have been left unanswered. Same goes with unity forums - that's one reason why I don't think this question is a duplicate and could be helpful to others in a similar situation.
I've found that Android has always been sorta tricky with this and that there used to different ways of accessing a file based on platform, but these days "Application.streamingAssetsPath" should find the streaming assets directory on any platform, even Android.
What I've also learned is that in android, even if the path is correct, the file is compressed and will only return a url. So the url needs to be converted using unity's WWW class. I get that, but as of yet, I haven't been able to re-write my loadGameData function to work properly and load the allRoundData array.
Here's an example of some things I've tried:
IEnumerator androidData()
{
string filePath = Path.Combine (Application.streamingAssetsPath, gameDataFileName);
if (filePath.Contains("://"))
{
WWW www = new WWW(filePath);
yield return www;
result = www.text;
} // #if(filePath.Contains
} // #androidData
private void LoadGameData ()
{
androidData();
if (File.Exists (result))
{
string dataAsJson = File.ReadAllText (result);
GameData loadedData = JsonUtility.FromJson<GameData> (dataAsJson);
allRoundData = loadedData.allRoundData;
} // #if(File.Exists...
else
{
Debug.LogError ("Cannot load game data!");
} // #else
} // #LoadGameData
I know I'm close, and this is probably simple -- but I just can't seem to get to the finish line on this. Can some one help me figure out how to write the loadGameData function so it will load this allRoundData array on android?
An example code would be awesome and much appreciated, not just by me, but I'm sure many others would appreciate it also - Thank you!
UPDATE:
Based on the first answer, I've tested some code that works on the unity editor, but crashes in Android. In the Unity editor, I get the "file already exists" message. Here is the code I've tested:
Already had: private string gameDataFileName = "data.json";
I added the copyFile call above loadGameDate in Start() and wrote the copy file and loadGameData functions like so ..
int copyFileToPersistentDataPath(string gameDataFileName)
{
string persistentPath = Application.persistentDataPath + "/" + gameDataFileName;
try
{
//Copy only if gameDataFileName does not exist
if (!System.IO.File.Exists(persistentPath))
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, gameDataFileName);
WWW www = new WWW(path);
while (!www.isDone) { }
System.IO.File.WriteAllBytes(persistentPath, www.bytes);
Debug.Log(gameDataFileName + " Successfully Copied File to " + persistentPath);
return 1;
}
else
{
Debug.Log(gameDataFileName + " File already exist here. There is no need to copy it again");
return 0;
}
}
catch (Exception e)
{
Debug.Log(gameDataFileName + " Failed To Copy File. Reason: " + e.Message);
return -1;
}
}
private void LoadGameData ()
{
string tempPath = Path.Combine(Application.persistentDataPath, gameDataFileName);
string dataAsJson = File.ReadAllText(tempPath);
GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);
allRoundData = loadedData.allRoundData;
} // #LoadGameData
This works with or without the call to copy the file in the editor, but crashes either way in Android.
I ended up putting the files in a Resources folder and going the resources.load a json file into a text asset and throw that into a string to parse route. I now have two different load functions, one that works in ios etc. and one that works in android. Here is the android function (the resourcesGameDataFile does not have the .json extension):
public void LoadDataForAndroid()
{
TextAsset dataFile = Resources.Load(resourcesGameDataFile) as TextAsset;
string dataAsJson = dataFile.ToString();
GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);
allRoundData = loadedData.allRoundData;
Debug.Log ("Android data loaded with" + resourcesGameDataFile);
} // #LoadDataForAndroid
And this works in the unity editor and in Bluestacks (android simulator).
As for loading and saving games, this is a duplicate. I marked and remove this as a duplicate because the answer in the duplicated questions did not explain how to read from the StreamingAssets folder. It only talked about saving and loading data.
Make sure that Write Permission is set to External (SDCard).
The first thing to do is to copy the file from StreamingAssets to the persistentDataPath location.
I've found reading data from Application.streamingAssetsPath problematic but I use two methods to solve this.
int copyFileToPersistentDataPath(string fileNameWithExtensionName)
{
string persistentPath = Application.persistentDataPath + "/" + fileNameWithExtensionName;
try
{
//Copy only if fileNameWithExtensionName does not exist
if (!System.IO.File.Exists(persistentPath))
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, fileNameWithExtensionName);
WWW www = new WWW(path);
while (!www.isDone) { }
System.IO.File.WriteAllBytes(persistentPath, www.bytes);
Debug.Log(fileNameWithExtensionName + " Successfully Copied File to " + persistentPath);
return 1;
}
else
{
Debug.Log(fileNameWithExtensionName + " File already exist here. There is no need to copy it again");
return 0;
}
}
catch (Exception e)
{
Debug.Log(fileNameWithExtensionName + " Failed To Copy File. Reason: " + e.Message);
return -1;
}
}
If that does not work for you, use the method with WebClient below:
void copyFileToPersistentDataPath(string fileNameWithExtensionName)
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, fileNameWithExtensionName);
string persistentPath = Application.persistentDataPath + "/" + fileNameWithExtensionName;
Debug.Log("Dir: " + persistentPath);
WebClient webClient = new WebClient();
webClient.Proxy = null;
webClient.DownloadFileCompleted += new AsyncCompletedEventHandler(OnDownloadComplete);
webClient.DownloadProgressChanged += new DownloadProgressChangedEventHandler(OnUpdateDownloadProgress);
Uri uri = new Uri(path);
webClient.DownloadFileAsync(uri, persistentPath);
}
void OnDownloadComplete(object sender, AsyncCompletedEventArgs e)
{
Debug.Log("Finished Downloading: " + e.Error.Message);
}
void OnUpdateDownloadProgress(object sender, DownloadProgressChangedEventArgs e)
{
Debug.Log("Uploading Progreess: " + e.ProgressPercentage);
}
File Copy Usage:
copyFileToPersistentDataPath("yourFileName.txt");
After copying the file, you can then read and convert it to Json like this:
string fileNameWithExtensionName = "questionfile.txt";
string tempPath = Path.Combine(Application.persistentDataPath, fileNameWithExtensionName);
string dataAsJson = File.ReadAllText(fileNameWithExtensionName);
GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);

Unable to make new folder in Apps cache folder

I have written a caching system. It saves data to the cache folder of the App using platform / Android methods to find the folder. I have an issue that I cannot create a new folder in the Apps cache folder.
This error is reporting in Crashlytics (via non-fatal error reporting) for some devices and not for the majority.
The method that contains the issue is my getCacheFolder() method.
An example folder path that does not work on these devices: /storage/emulated/0/Android/data/app.package.name/cache/stream-cache.
Reported versions affected: 4.4.2; 5.0.1; 6.0, 6.0.1.
Reported devices affected: LENOVO YOGA Tablet 2-1050L, MOTOROLA MotoE2(4G-LTE), Samsung SM-N910F (accounts for 98% of faults reported).
My suspicions are that there might be an issue relating to removable sdcards.
#NonNull
public File getCacheFolder() {
// If this is the first run of this library function, we should get our cache folder
if (mCacheFolder == null || !mCacheFolder.exists()) {
File dir = null;
// Prioritise the external sdcard to store cached files
dir = mContext.get().getExternalCacheDir();
if(dir == null) {
// There was no external sdcard - instead use internal storage
dir = mContext.get().getCacheDir();
}
// Still couldn't get a cache location, go to fallback plan and throw exception
if(dir == null) {
throw new IllegalStateException("Could not create a location to cache. " +
"This leaves the caching library in a bad state.");
}
// Point to our specific caching folder for this system
mCacheFolder = new File(dir, "stream-cache");
}
// If it doesn't exist, we will need to make it
if (!mCacheFolder.exists()) {
// If we cannot make the directory, go to fallback plan and throw an exception
if (!mCacheFolder.mkdirs()) {
// HERE IS WHERE THE FAULT IS REPORTED
throw new IllegalStateException("Could not create a location to cache. " +
"This leaves the caching library in a bad state.: "+mCacheFolder);
}
}
return mCacheFolder;
}
Update 1
I updated the code to write out various information about the state:
#NonNull
public File getCacheFolder() {
if (mCacheFolder == null || !mCacheFolder.exists()) {
File dir = mContext.get().getExternalCacheDir();
if(dir == null || !Utils.isExternalStorageWritable()) {
dir = mContext.get().getCacheDir();
}
mCacheFolder = new File(dir, "stream-cache");
}
if (!mCacheFolder.exists()) {
if (!mCacheFolder.mkdirs()) {
// Problems writing to cache - test writing to file path.
File filePath = mContext.get().getExternalFilesDir(null);
File cachePath = new File(filePath, "stream-cache");
throw new IllegalStateException("Could not create a location to cache. " +
"This leaves the caching library in a bad state.: "+mCacheFolder+ ". " +
"filePath="+filePath+". " +
"cachePath="+cachePath+". " +
"cachePath-exists="+cachePath.exists()+". " +
"cachePath-mkdirs="+cachePath.mkdirs());
}
}
return mCacheFolder;
}
The important results from this:
filePath=null - Context.getExternalFilesDir(null); returns a null. Breaking the rest of the tests.
Instead of using
// Point to our specific caching folder for this system
mCacheFolder = new File(dir, "stream-cache");
try using this:
// Point to our specific caching folder for this system
mCacheFolder = new File(dir + "/stream-cache");
in your first code snippets.

Unity/Android path problems

I've got simple app, and it works fine on my PC. But on my Android-Testing Device it can not work properly. Something wrong with the paths. For Android I'm using the code to get files I want to read/write from StreamingAssets to Application.persistentDataPath:
void Awake(){if (firstWord == "Adroid" || deviceType == "Handheld")
{
StartCoroutine("Downloader");
}
}
IEnumerator Downloader()
{
WWW wwwDD = new WWW("jar:file://" + Application.dataPath + "!/assets/DropDown.xml");
yield return wwwDD;
if (wwwDD.isDone == true)
{
File.WriteAllBytes(Application.persistentDataPath + "/DropDown.xml", wwwDD.bytes);
}
WWW www1st = new WWW("jar:file://" + Application.dataPath + "!/assets/1st.xml");
yield return www1st;
if (www1st.isDone == true)
{
File.WriteAllBytes(Application.persistentDataPath + "/1st.xml", www1st.bytes);
}
WWW wwwDefault = new WWW("jar:file://" + Application.dataPath + "!/assets/Default.xml");
yield return wwwDefault;
if (wwwDefault.isDone == true)
{
File.WriteAllBytes(Application.persistentDataPath + "/Default.xml", wwwDefault.bytes);
}
}
And in logcat I've got error:
UnauthorizedAccessException: Access to the path '/data/data/<my project>/files/' is denied.
Write Access is set to Internal, and if I change it to External and add to AndroidManifest.xml:
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
I get the same problem.
What am I doing wrong? Please tell me, I haven't sleep for about a week trying to solve this

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