In my game, there is a highscore that is supposed to be saved.
private void saveHighscore()
{
FileHandle file = Gdx.files.local("asdwdasfwad/asdawwafs.txt");
String highscoreString = Integer.toString(this.highscore);
file.writeString(highscoreString, false);
Gdx.app.log("saving", "saving");
}
private int loadHighscore()
{
FileHandle file = Gdx.files.local("asdwdasfwad/asdawwafs.txt");
String highscoreString = file.readString();
int highscore = Integer.parseInt(highscoreString);
Gdx.app.log("loading", "loading");
return highscore;
}
When I run this on my phone, "saving" is logged into the console without any errors, even though the path I have specified (asdwdasfwad/asdawwafs.txt) doesn't even exist. Even if I use an existent path, no file is created.
Not a direct answer to your problem, but since you just want to save a highscore:
You can just use Preferences for this. Its an class provided by libGDX that allows you to easily save small data.
For further information visit the official documentation page:
Click here
Related
I am trying to dynamically create an image database using arcores new image tracking feature.
Currently I have a server serving me image locations which I download to the persistent data path of my device. I use these images to then create new database entries like below:
Public Variables:
public AugmentedImageDatabase newBD;
public AugmentedImageDatabaseEntry newEntry;
Here I do regex matching to get the images from the datapath and convert them to texture2D's in order to populate the AugmentedImageDatabaseEntry values.
Regex r1 = new Regex(#"https?://s3-([^.]+).amazonaws.com/([^/]+)/([^/]+)/(.*)");
// Match the input for file name
Match match = r1.Match(input);
if (match.Success)
{
string v = match.Groups[4].Value;
RegexMatch = v;
Texture2D laodedTexture = LoadTextureToFile(v);
laodedTexture.EncodeToPNG();
AugmentedImageDatabaseEntry newEntry = new AugmentedImageDatabaseEntry(v, laodedTexture, Application.persistentDataPath + "/" + v);
newEntry.Name = v;
newEntry.Texture = laodedTexture;
newEntry.TextureGUID = Application.persistentDataPath + "/" + v;
Debug.Log(newEntry.Name);
Debug.Log(newEntry.Texture);
Debug.Log(newEntry.TextureGUID);
newBD.Add(newEntry);
}
To get this to work on android I had to modify the source of ARCore's unity implementation a little so that the database.Add() function would work outside of the editor.
All of this seems to work seamlessly as I don't get any errors yet.
Once I change scenes to the ARCore scene I instantiate an ARCore Camera and create a new sessionconfig which holds a reference to the database populated above.
Here is that code:
public class NewConfigSetup : MonoBehaviour {
public GameObject downloadManager;
public GameObject arcoreDevice;
// Use this for initialization
void Start () {
downloadManager = GameObject.Find("DownlaodManager");
TestModelGenerator generator = downloadManager.GetComponent<TestModelGenerator>();
GoogleARCore.ARCoreSessionConfig newconfig = new GoogleARCore.ARCoreSessionConfig();
GoogleARCore.ARCoreSessionConfig config = ScriptableObject.CreateInstance<GoogleARCore.ARCoreSessionConfig>();
config.AugmentedImageDatabase = generator.newBD;
Debug.Log("transfered db size --------------- " + config.AugmentedImageDatabase.Count);
arcoreDevice.GetComponent<GoogleARCore.ARCoreSession>().SessionConfig = config;
Instantiate(arcoreDevice,new Vector3(0,0,0), Quaternion.identity);
}
}
When I run in the editor, I dont get errors untill I view the database in the editor, thats when I get this error:
ERROR: flag '--input_image_path' is missing its argument; flag
description: Path of image to be evaluated. Currently only supports
*.png, *.jpg and *.jpeg.
When I debug and look in the memory of the AugmentedImageDatabase. Everything seems to be there and working fine. Also once I build for android I get no errors whatsoever, as well as when I use 'adb logcat -s Unity' in the command line, no exceptions are thrown.
Could this be a limitation with the new ARCore feature? Are the AugmentedImageDatabases not allowing for dynamic creation on android? If so than why are there built in functions for creating them?
I understand the features are brand new and there is not much documentation anywhere so any help would be greatly appreciated.
I posted an Issue on ARCore's Github page, and got a response that the feature you're talking about isn't yet exposed in the Unity API :
https://github.com/google-ar/arcore-unity-sdk/issues/256
So in my app i pass a game object, called datacontroller through out my three scenes. The persistent scene is an empty scene, the menuscreen scene and then the game scene. My application works perfectly on my computer and in editor mode but when i download the apk to my android tablet it no longer works! iv'e read this may have to do with my code for my object but i dont think i written anything that only works in the editor.
enter code here
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
using System.IO; // The System.IO namespace contains functions related to loading and saving
files
public class DataController : MonoBehaviour
{
private RoundData[] allRoundData;
private PlayerProgress playerProgress;
private string gameDataFileName = "data.json";
void Start()
{
DontDestroyOnLoad(gameObject);
LoadGameData();
LoadPlayerProgress();
SceneManager.LoadScene("MenuScreen");
}
public RoundData GetCurrentRoundData()
{
// If we wanted to return different rounds, we could do that here
// We could store an int representing the current round index in PlayerProgress
return allRoundData[0];
}
public void SubmitNewPlayerScore(int newScore)
{
// If newScore is greater than playerProgress.highestScore, update playerProgress with the new value and call SavePlayerProgress()
if (newScore > playerProgress.highestScore)
{
playerProgress.highestScore = newScore;
SavePlayerProgress();
}
}
public int GetHighestPlayerScore()
{
return playerProgress.highestScore;
}
private void LoadGameData()
{
// Path.Combine combines strings into a file path
// Application.StreamingAssets points to Assets/StreamingAssets in the Editor, and the StreamingAssets folder in a build
string filePath = Path.Combine(Application.streamingAssetsPath, gameDataFileName);
if (File.Exists(filePath))
{
// Read the json from the file into a string
string dataAsJson = File.ReadAllText(filePath);
// Pass the json to JsonUtility, and tell it to create a GameData object from it
GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);
// Retrieve the allRoundData property of loadedData
allRoundData = loadedData.allRoundData;
}
else
{
Debug.LogError("Cannot load game data!");
}
}
// This function could be extended easily to handle any additional data we wanted to store in our PlayerProgress object
private void LoadPlayerProgress()
{
// Create a new PlayerProgress object
playerProgress = new PlayerProgress();
// If PlayerPrefs contains a key called "highestScore", set the value of playerProgress.highestScore using the value associated with that key
if (PlayerPrefs.HasKey("highestScore"))
{
playerProgress.highestScore = PlayerPrefs.GetInt("highestScore");
}
}
// This function could be extended easily to handle any additional data we wanted to store in our PlayerProgress object
private void SavePlayerProgress()
{
// Save the value playerProgress.highestScore to PlayerPrefs, with a key of "highestScore"
PlayerPrefs.SetInt("highestScore", playerProgress.highestScore);
}
}
I am starting to go through tutorials of unity myself so I am not an expert. :)
But what I would try is the first thing. using System.IO; not sure if this will work to get files on android because android has a different file structure. So I would first remove it and sort of hard code the file path or comment out the code using System.IO classes then recompile apk in unity and check if it works. I also saw this post : http://answers.unity3d.com/questions/1023391/systemio-dont-work-on-android.html
If that did not work I would comment functionality out and compile apk and check if its working if its not comment more code out until you find the line or the code that causes it to error on android. This method takes long to troubleshoot or get your code causing the problem but for me this has worked before.
I am guessing as it is working on you pc its a class or something its referencing that's not available in android.
Please share your findings if you figure out what part of the code does it. As I would also want to know to prevent me from doing it. :)
Avoid the use of System.IO on Android and in general on Unity.
Use "Resources" instead, just following this steps:
Create a folder called "Resources"
Move json file on it and rename in .txt
Use this code to get the string:
var file = Resources.Load("filename_here") as TextAsset;
Debug.Log(file.text)
I am trying to build an augmented reality app and in that app i want some prefabs to load dynamically. So that with some 3d model prefabs on unity store i created myasset.unity3d . I am using WWW.LoadFromCacheOrDownload to download that unity3d file and using it.
When i am debugging in my laptop the file is downloading and i am using it as i want but when i add build in and try it on android phone download is not happening.
The code i am using to download is
IEnumerator DownloadAndCache() {
while (!Caching.ready)
yield return null;
string bundleURL = "http://s3-ap-southeast-1.amazonaws.com/cf-export/sofa.unity3d";
www = WWW.LoadFromCacheOrDownload (bundleURL, 1);
yield return www;
Debug.Log (www.assetBundle);
AssetBundle bundle = www.assetBundle;
}
So please help me .
i also tried other way of doing it but still i did not succeed
IEnumerator Start () {
WWW www = WWW.LoadFromCacheOrDownload (BundleURL, 1);
yield return www;
AssetBundle bundle = www.assetBundle;
AssetBundleRequest request = bundle.LoadAssetAsync (AssetName, typeof(GameObject));
yield return request;
GameObject obj = request.asset as GameObject;
Instantiate (obj);
bundle.Unload(false);
www.Dispose();
}
The above two methods are working in when testing in unity IDE but if i build using android and install it in android device its not working. I gave internet access to app while building
I printed the error using a text in mobile and please check the screen shot attached below
the first error text is www (variable for downloading) and second is www.error ( actual error). i did not get what that error meant. So please help me
the issue is asset bundle version is not sync with app version. So while making asset bundle i added small code which made my code working. To make Asset bundle my code is
using UnityEditor;
public class CreateAssetBundles
{
[MenuItem ("Assets/Build AssetBundles")]
static void BuildAllAssetBundles ()
{
BuildPipeline.BuildAssetBundles ("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.Android);
}
}
To use AssetBuundle for Mobile platform:
While creating AssetBundle it must be platform specific. For Android use following Script to create AssetBundle. put it inside "Editor"
using UnityEngine;
using System.Collections;
using UnityEditor;
public class ExportAssetBundles : Editor {
[MenuItem("Assets/Build AssetBundle")]
static void ExportResource()
{
string path = "Assets/AssetBundle/myAssetBundle.unity3d";
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
BuildAssetBundleOptions.CollectDependencies
| BuildAssetBundleOptions.CompleteAssets,BuildTarget.Android);
}
}
Then Create folder "AssetBundle" inside Asset
When you create Assetbundle the AssetBundle.unity3d file will store inside this folder
Now you need to use Created Assetbundle at runtime. For this,
Write a script AssetBundleAugmenter
public class AssetBundleAugmenter : MonoBehaviour {
public string AssetName;
public int Version;
private GameObject mBundleInstance = null;
private bool mAttached = false;
void Start() {
StartCoroutine(DownloadAndCache());
}
// Update is called once per frame
IEnumerator DownloadAndCache() {
while(!Caching.ready)
yield return null;
//you can use remote URL like: www.arprabhu.com/assetBundle OR Local URL
// example URL of file on PC filesystem (Windows)
// string bundleURL = "file:///D:/Unity/AssetBundles/MyAssetBundle.unity3d";
// example URL of file on Android device SD-card
string bundleURL = System.IO.File.ReadAllText("/mnt/sdcard/filepath.txt");
Debug.Log ("Asset Loaded");
using (WWW www = WWW .LoadFromCacheOrDownload(bundleURL, Version)) {
yield return www;
if (www .error != null)
throw new UnityException("WWW Download had an error: " + www .error);
AssetBundle bundle = www .assetBundle;
if (AssetName == "")
Instantiate(bundle.mainAsset);
else
Instantiate(bundle.LoadAsset(AssetName));
// Unload the AssetBundles compressed contents to conserve memory
bundle.Unload(false);
}
}}
Attach this Script to Empty GameObject in your Scene
Congrats!, you are ready to go.
Try checking your androidManifest.xml for the permission to connect to external servers.
Then, if everything seems alright and still doesn't work, my advice is to download the Device Console plugin for the Unity Editor, which is a really nice way to access the internal Android Debugger.
https://www.assetstore.unity3d.com/en/#!/content/44935
Or if you're truly brave: use logcat within the terminal...
The process seemed quite simplistic at first, but there must be something that I am missing going forward with this task. There was a settings file that I wanted to create local to my application for storing a whole bunch of data (not preference worthy). I ended up saving the file with the following code snippet.
protected File createSettingsFileLocation(String fileNameF)
{
File directoryFile = context_.getDir("settings", Context.MODE_PRIVATE);
File settingsFile;
settingsFile = new File(directoryFile, fileNameF);
if (!settingsFile.exists())
{
try
{
settingsFile.createNewFile();
} catch(IOException e)
{
Log.e(MyConstants.LOG_TAG, "Could not create the file as intended within internal storage.");
return null;
}
}
return settingsFile;
}
and then proceeded to retrieve the file later by looking for it locally with the following code snippets.
public String getCurrentFileContainingSettings()
{
List<String >settingFilesInFolder = getLocalStorageFileNames();
if (settingFilesInFolder == null || settingFilesInFolder.isEmpty())
{
return null;
}
String pathToCurrentSettingsFile = settingFilesInFolder.get(0);
return pathToCurrentSettingsFile;
}
protected List<String> getLocalStorageFileNames()
{
return Arrays.asList(context_.fileList());
}
However, the settingFilesInFolder always returns no entries, so I get null back from the getCurrentFileContainingSettings(). As what I could see from the documentation it seems as thought I was doing it right. But, I must be missing something, so I was hoping that someone could point something out to me. I could potentially hard-code the file name once it has been created within the system in a preference file for access later the first time that the settings are created, but I shouldn't have to do something like that I would think.
fileList() only looks in getFilesDir(), not in its subdirectories, such as the one you created via getDir(). Use standard Java file I/O (e.g., list()) instead.
I am writing an Android App where I need to have two persistent values that have to be read by the App. The App needs to maintain a counter which has to be stored 'somehwhere' and retrieved each time the Activity is launched. The counter is then updated and then stored before the Activity is shut down.
The important point is that I want the storing and retrieval of the counter to be done by the JNI part of my code. It should be practically invisible to the Java code.. Can this counter(memory) be accessed using JNI? If so, can you point me to which API I have to look?
I know one can use the SQLiteDatabase on the Java side. Please advise!
It's perfectly possible, but not without some Java code.
EDIT : the following is offered as an alternative to a database. Being able to read and write persistent data to/from files from native code would be a lot more flexible than a database...
Assuming you want to store and retrieve some data from a file (binary or plain text) residing on the filesystem these would be the steps to take:
JAVA : get the storage location for your app and check if it's available for reading and writing
JAVA : if the above is positive, pass it to the native layer through JNI
NATIVE : use the storage params to read/write your file
Ok, so far the abstract; lets get to the code:
1A) retreiving and checking storage:
private boolean checkExternalStorageState(){
String state = Environment.getExternalStorageState();
if (Environment.MEDIA_MOUNTED.equals(state)) {
// We can read and write the media
android.util.Log.i("YourActivity", "External storage is available for read/write...", null);
return true;
} else if (Environment.MEDIA_MOUNTED_READ_ONLY.equals(state)) {
// We can only read the media : NOT ok
android.util.Log.e("YourActivity", "External storage is read only...", null);
return false;
} else {
// Something else is wrong. It may be one of many other states, but all we need
// to know is we can neither read nor write
android.util.Log.e("YourActivity", "External storage is not mounted or read only...", null);
return false;
}
}
Get the storage location :
private get storageLocation(){
File externalAppDir = getExternalFilesDir(null);
String storagePath = externalAppDir.getAbsolutePath()
}
1B) you also might want to check if a file exists (you can also do this in the native part)
private boolean fileExists(String file) {
String filePath = storagePath + "/" + file;
// see if our file exists
File dataFile = new File(filePath);
if(dataFile.exists() && dataFile.isFile())
{
// file exists
return true;
}
else
{
// file does not exist
return false;
}
}
2) Pass it to the native layer:
JAVA part:
// Wrapper for native library
public class YourNativeLib {
static {
// load required libs here
System.loadLibrary("yournativelib");
}
public static native long initGlobalStorage(String storagePath);
...enter more functions here
}
NATIVE part:
JNIEXPORT jlong JNICALL Java_com_whatever_YourNativeLib_initGlobalStorage(JNIEnv *env, jobject obj, jstring storagePath)
{
jlong data = 0;
// convert strings
const char *myStoragePath = env->GetStringUTFChars(storagepath, 0);
// and now you can use "myStoragePath" to read/write files in c/c++
//release strings
env->ReleaseStringUTFChars(storagePath, myStoragePath);
return data;
}
How to read/write binary or text files in c/c++ is well documented, I'll leave that up to you.
You can use SQLite from NDK side by including SQLite amalgamation ( http://www.sqlite.org/download.html ) in your project.
See SQLite with Android NDK