I have am developing a HoloLens project that needs to reference .txt files. I have the files stored in Unity's 'Resources' folder and have them working perfectly fine (when run via Unity):
string basePath = Application.dataPath;
string metadataPath = String.Format(#"\Resources\...\metadata.txt", list);
// If metadata exists, set title and introduction strings.
if (File.Exists(basePath + metadataPath))
{
using (StreamReader sr = new StreamReader(new FileStream(basePath + metadataPath, FileMode.Open)))
{
...
}
}
However, when building the program for HoloLens deployment, I am able to run the code but it doesn't work. None of the resources show up and when examining the HoloLens Visual Studio solution (created by selecting build in Unity), I don't even see a resources or assets folder. I am wondering if I am doing something wrong or if there was a special way to deal with such resources.
Also with image and sound files...
foreach (string str in im)
{
spriteList.Add(Resources.Load<Sprite>(str));
}
The string 'str' is valid; it works absolutely fine with Unity. However, again, it's not loading anything when running through the HoloLens.
You can't read the Resources directory with the StreamReader or the File class. You must use Resources.Load.
1.The path is relative to any Resources folder inside the Assets folder of your project.
2.Do not include the file extension names such as .txt, .png, .mp3 in the path parameter.
3.Use forward slashes instead of back slashes when you have another folder inside the Resources folder. backslashes won't work.
Text files:
TextAsset txtAsset = (TextAsset)Resources.Load("textfile", typeof(TextAsset));
string tileFile = txtAsset.text;
Supported TextAsset formats:
txt .html .htm .xml .bytes .json .csv .yaml .fnt
Sound files:
AudioClip audio = Resources.Load("soundFile", typeof(AudioClip)) as AudioClip;
Image files:
Texture2D texture = Resources.Load("textureFile", typeof(Texture2D)) as Texture2D;
Sprites - Single:
Image with Texture Type set to Sprite (2D and UI) and
Image with Sprite Mode set to Single.
Sprite sprite = Resources.Load("spriteFile", typeof(Sprite)) as Sprite;
Sprites - Multiple:
Image with Texture Type set to Sprite (2D and UI) and
Image with Sprite Mode set to Multiple.
Sprite[] sprite = Resources.LoadAll<Sprite>("spriteFile") as Sprite[];
Video files (Unity >= 5.6):
VideoClip video = Resources.Load("videoFile", typeof(VideoClip)) as VideoClip;
GameObject Prefab:
GameObject prefab = Resources.Load("shipPrefab", typeof(GameObject)) as GameObject;
3D Mesh (such as FBX files)
Mesh model = Resources.Load("yourModelFileName", typeof(Mesh)) as Mesh;
3D Mesh (from GameObject Prefab)
MeshFilter modelFromGameObject = Resources.Load("yourGameObject", typeof(MeshFilter)) as MeshFilter;
Mesh loadedMesh = modelFromGameObject.sharedMesh; //Or design.mesh
3D Model (as GameObject)
GameObject loadedObj = Resources.Load("yourGameObject") as GameObject;
//MeshFilter meshFilter = loadedObj.GetComponent<MeshFilter>();
//Mesh loadedMesh = meshFilter.sharedMesh;
GameObject object1 = Instantiate(loadedObj) as GameObject;
Accessing files in a sub-folder:
For example, if you have a shoot.mp3 file which is in a sub-folder called "Sound" that is placed in the Resources folder, you use the forward slash:
AudioClip audio = Resources.Load("Sound/shoot", typeof(AudioClip)) as AudioClip;
Asynchronous Loading:
IEnumerator loadFromResourcesFolder()
{
//Request data to be loaded
ResourceRequest loadAsync = Resources.LoadAsync("shipPrefab", typeof(GameObject));
//Wait till we are done loading
while (!loadAsync.isDone)
{
Debug.Log("Load Progress: " + loadAsync.progress);
yield return null;
}
//Get the loaded data
GameObject prefab = loadAsync.asset as GameObject;
}
To use: StartCoroutine(loadFromResourcesFolder());
If you want to load text file from resource please do not specify file extension
just simply follow the below given code
private void Start()
{
TextAsset t = Resources.Load<TextAsset>("textFileName");
List<string> lines = new List<string>(t.text.Split('\n'));
foreach (string line in lines)
{
Debug.Log(line);
}
}
debug.Log can print all the data that are available in text file
You can try to store your text files in streamingsasset folder. It works fine in my project
Related
I have am developing a HoloLens project that needs to reference .txt files. I have the files stored in Unity's 'Resources' folder and have them working perfectly fine (when run via Unity):
string basePath = Application.dataPath;
string metadataPath = String.Format(#"\Resources\...\metadata.txt", list);
// If metadata exists, set title and introduction strings.
if (File.Exists(basePath + metadataPath))
{
using (StreamReader sr = new StreamReader(new FileStream(basePath + metadataPath, FileMode.Open)))
{
...
}
}
However, when building the program for HoloLens deployment, I am able to run the code but it doesn't work. None of the resources show up and when examining the HoloLens Visual Studio solution (created by selecting build in Unity), I don't even see a resources or assets folder. I am wondering if I am doing something wrong or if there was a special way to deal with such resources.
Also with image and sound files...
foreach (string str in im)
{
spriteList.Add(Resources.Load<Sprite>(str));
}
The string 'str' is valid; it works absolutely fine with Unity. However, again, it's not loading anything when running through the HoloLens.
You can't read the Resources directory with the StreamReader or the File class. You must use Resources.Load.
1.The path is relative to any Resources folder inside the Assets folder of your project.
2.Do not include the file extension names such as .txt, .png, .mp3 in the path parameter.
3.Use forward slashes instead of back slashes when you have another folder inside the Resources folder. backslashes won't work.
Text files:
TextAsset txtAsset = (TextAsset)Resources.Load("textfile", typeof(TextAsset));
string tileFile = txtAsset.text;
Supported TextAsset formats:
txt .html .htm .xml .bytes .json .csv .yaml .fnt
Sound files:
AudioClip audio = Resources.Load("soundFile", typeof(AudioClip)) as AudioClip;
Image files:
Texture2D texture = Resources.Load("textureFile", typeof(Texture2D)) as Texture2D;
Sprites - Single:
Image with Texture Type set to Sprite (2D and UI) and
Image with Sprite Mode set to Single.
Sprite sprite = Resources.Load("spriteFile", typeof(Sprite)) as Sprite;
Sprites - Multiple:
Image with Texture Type set to Sprite (2D and UI) and
Image with Sprite Mode set to Multiple.
Sprite[] sprite = Resources.LoadAll<Sprite>("spriteFile") as Sprite[];
Video files (Unity >= 5.6):
VideoClip video = Resources.Load("videoFile", typeof(VideoClip)) as VideoClip;
GameObject Prefab:
GameObject prefab = Resources.Load("shipPrefab", typeof(GameObject)) as GameObject;
3D Mesh (such as FBX files)
Mesh model = Resources.Load("yourModelFileName", typeof(Mesh)) as Mesh;
3D Mesh (from GameObject Prefab)
MeshFilter modelFromGameObject = Resources.Load("yourGameObject", typeof(MeshFilter)) as MeshFilter;
Mesh loadedMesh = modelFromGameObject.sharedMesh; //Or design.mesh
3D Model (as GameObject)
GameObject loadedObj = Resources.Load("yourGameObject") as GameObject;
//MeshFilter meshFilter = loadedObj.GetComponent<MeshFilter>();
//Mesh loadedMesh = meshFilter.sharedMesh;
GameObject object1 = Instantiate(loadedObj) as GameObject;
Accessing files in a sub-folder:
For example, if you have a shoot.mp3 file which is in a sub-folder called "Sound" that is placed in the Resources folder, you use the forward slash:
AudioClip audio = Resources.Load("Sound/shoot", typeof(AudioClip)) as AudioClip;
Asynchronous Loading:
IEnumerator loadFromResourcesFolder()
{
//Request data to be loaded
ResourceRequest loadAsync = Resources.LoadAsync("shipPrefab", typeof(GameObject));
//Wait till we are done loading
while (!loadAsync.isDone)
{
Debug.Log("Load Progress: " + loadAsync.progress);
yield return null;
}
//Get the loaded data
GameObject prefab = loadAsync.asset as GameObject;
}
To use: StartCoroutine(loadFromResourcesFolder());
If you want to load text file from resource please do not specify file extension
just simply follow the below given code
private void Start()
{
TextAsset t = Resources.Load<TextAsset>("textFileName");
List<string> lines = new List<string>(t.text.Split('\n'));
foreach (string line in lines)
{
Debug.Log(line);
}
}
debug.Log can print all the data that are available in text file
You can try to store your text files in streamingsasset folder. It works fine in my project
I am trying to allow a degree of modding in my Unity game by utilizing streaming assets. I can import a single sprite no problem, but I am not sure how to set an imported streaming assets sprite to Sprite Mode: Multiple and slice that sprite into its sub parts.
Here is a test class I am using for the import right now:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using PixelsoftGames.Tools2D;
using System.IO;
public class Sandbox : MonoBehaviour
{
SpriteRenderer sRenderer = null;
private void Awake()
{
sRenderer = GetComponent<SpriteRenderer>();
}
private void Start()
{
DirectoryInfo directoryInfo = new DirectoryInfo(Application.streamingAssetsPath);
FileInfo[] allFiles = directoryInfo.GetFiles("*.*");
foreach(FileInfo file in allFiles)
if(file.Name.Contains("Laser"))
StartCoroutine("LoadSprite", file);
}
IEnumerator LoadSprite(FileInfo file)
{
if (file.Name.Contains("meta"))
yield break;
else
{
string fileWithoutExtension = Path.GetFileNameWithoutExtension(file.ToString());
string finalPath;
WWW localFile;
Texture2D texture;
finalPath = "file://" + file.ToString();
localFile = new WWW(finalPath);
Debug.Log(finalPath);
yield return localFile;
texture = localFile.texture;
texture.filterMode = FilterMode.Point;
Sprite sprite = Sprite.Create(texture as Texture2D, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f), 32f);
sRenderer.sprite = sprite;
}
}
}
You can't just drop a Sprite sheet in the StreamingAssets folder and expect to access it directly in a build. Since Sprite sheet is in Unity format, you have to use one of Unity's resources/asset API to access it. There are two ways to do this:
1.With the Resources API. This means you must use the Resources folder instead of the StreamingAssets folder. Put the Sprite atlas in the Resources folder then read as follow:
Sprite[] sprite = Resources.LoadAll<Sprite>("spriteFile") as Sprite[];
2.If you want to use the StreamingAssets folder, you must build the Sprite sheet as Assetbundle then use the AssetBundle API read it during run-time. The AssetBundle.LoadAssetWithSubAssets and AssetBundle.LoadAssetWithSubAssetsAsync (Recommended) functions are used to load Sprite atlas.
This post shows how to build AssetBundle. Ignore the loading part because loading sprite atlas is different from loading a normal Texture. Once you build it, see below for how to load it. The sprite atlas is stored in the loadedSprites variable:
public Image image;
string nameOfAssetBundle = "animals";
string nameOfObjectToLoad = "dog";
void Start()
{
StartCoroutine(LoadAsset(nameOfAssetBundle, nameOfObjectToLoad));
}
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 Sprite since it's a Sprite. Use GameObject if prefab)
AssetBundleRequest asset = asseBundle.LoadAssetWithSubAssetsAsync<Sprite>(objectNameToLoad);
yield return asset;
//Retrive all the Object atlas and store them in loadedSprites Sprite
UnityEngine.Object[] loadedAsset = asset.allAssets as UnityEngine.Object[];
Sprite[] loadedSprites = new Sprite[loadedAsset.Length];
for (int i = 0; i < loadedSprites.Length; i++)
loadedSprites[i] = (Sprite)loadedAsset[i];
Debug.Log("Atlas Count: " + loadedSprites.Length);
for (int i = 0; i < loadedSprites.Length; i++)
{
Debug.LogWarning(loadedSprites[i].name);
//Do something with the loaded loadedAsset object (Load to Image component for example)
image.sprite = loadedSprites[i];
}
}
Starting with the 1.17.x preview version, you can use the following syntax:
myAddressableSpriteSheet.LoadAssetAsync<Sprite[]>();
With myAddressableSpriteSheet being an AssetReferenceTexture2D.
This functionality is not documented anywhere yet but was mentioned in the Unity forum.
I have am developing a HoloLens project that needs to reference .txt files. I have the files stored in Unity's 'Resources' folder and have them working perfectly fine (when run via Unity):
string basePath = Application.dataPath;
string metadataPath = String.Format(#"\Resources\...\metadata.txt", list);
// If metadata exists, set title and introduction strings.
if (File.Exists(basePath + metadataPath))
{
using (StreamReader sr = new StreamReader(new FileStream(basePath + metadataPath, FileMode.Open)))
{
...
}
}
However, when building the program for HoloLens deployment, I am able to run the code but it doesn't work. None of the resources show up and when examining the HoloLens Visual Studio solution (created by selecting build in Unity), I don't even see a resources or assets folder. I am wondering if I am doing something wrong or if there was a special way to deal with such resources.
Also with image and sound files...
foreach (string str in im)
{
spriteList.Add(Resources.Load<Sprite>(str));
}
The string 'str' is valid; it works absolutely fine with Unity. However, again, it's not loading anything when running through the HoloLens.
You can't read the Resources directory with the StreamReader or the File class. You must use Resources.Load.
1.The path is relative to any Resources folder inside the Assets folder of your project.
2.Do not include the file extension names such as .txt, .png, .mp3 in the path parameter.
3.Use forward slashes instead of back slashes when you have another folder inside the Resources folder. backslashes won't work.
Text files:
TextAsset txtAsset = (TextAsset)Resources.Load("textfile", typeof(TextAsset));
string tileFile = txtAsset.text;
Supported TextAsset formats:
txt .html .htm .xml .bytes .json .csv .yaml .fnt
Sound files:
AudioClip audio = Resources.Load("soundFile", typeof(AudioClip)) as AudioClip;
Image files:
Texture2D texture = Resources.Load("textureFile", typeof(Texture2D)) as Texture2D;
Sprites - Single:
Image with Texture Type set to Sprite (2D and UI) and
Image with Sprite Mode set to Single.
Sprite sprite = Resources.Load("spriteFile", typeof(Sprite)) as Sprite;
Sprites - Multiple:
Image with Texture Type set to Sprite (2D and UI) and
Image with Sprite Mode set to Multiple.
Sprite[] sprite = Resources.LoadAll<Sprite>("spriteFile") as Sprite[];
Video files (Unity >= 5.6):
VideoClip video = Resources.Load("videoFile", typeof(VideoClip)) as VideoClip;
GameObject Prefab:
GameObject prefab = Resources.Load("shipPrefab", typeof(GameObject)) as GameObject;
3D Mesh (such as FBX files)
Mesh model = Resources.Load("yourModelFileName", typeof(Mesh)) as Mesh;
3D Mesh (from GameObject Prefab)
MeshFilter modelFromGameObject = Resources.Load("yourGameObject", typeof(MeshFilter)) as MeshFilter;
Mesh loadedMesh = modelFromGameObject.sharedMesh; //Or design.mesh
3D Model (as GameObject)
GameObject loadedObj = Resources.Load("yourGameObject") as GameObject;
//MeshFilter meshFilter = loadedObj.GetComponent<MeshFilter>();
//Mesh loadedMesh = meshFilter.sharedMesh;
GameObject object1 = Instantiate(loadedObj) as GameObject;
Accessing files in a sub-folder:
For example, if you have a shoot.mp3 file which is in a sub-folder called "Sound" that is placed in the Resources folder, you use the forward slash:
AudioClip audio = Resources.Load("Sound/shoot", typeof(AudioClip)) as AudioClip;
Asynchronous Loading:
IEnumerator loadFromResourcesFolder()
{
//Request data to be loaded
ResourceRequest loadAsync = Resources.LoadAsync("shipPrefab", typeof(GameObject));
//Wait till we are done loading
while (!loadAsync.isDone)
{
Debug.Log("Load Progress: " + loadAsync.progress);
yield return null;
}
//Get the loaded data
GameObject prefab = loadAsync.asset as GameObject;
}
To use: StartCoroutine(loadFromResourcesFolder());
If you want to load text file from resource please do not specify file extension
just simply follow the below given code
private void Start()
{
TextAsset t = Resources.Load<TextAsset>("textFileName");
List<string> lines = new List<string>(t.text.Split('\n'));
foreach (string line in lines)
{
Debug.Log(line);
}
}
debug.Log can print all the data that are available in text file
You can try to store your text files in streamingsasset folder. It works fine in my project
I have am developing a HoloLens project that needs to reference .txt files. I have the files stored in Unity's 'Resources' folder and have them working perfectly fine (when run via Unity):
string basePath = Application.dataPath;
string metadataPath = String.Format(#"\Resources\...\metadata.txt", list);
// If metadata exists, set title and introduction strings.
if (File.Exists(basePath + metadataPath))
{
using (StreamReader sr = new StreamReader(new FileStream(basePath + metadataPath, FileMode.Open)))
{
...
}
}
However, when building the program for HoloLens deployment, I am able to run the code but it doesn't work. None of the resources show up and when examining the HoloLens Visual Studio solution (created by selecting build in Unity), I don't even see a resources or assets folder. I am wondering if I am doing something wrong or if there was a special way to deal with such resources.
Also with image and sound files...
foreach (string str in im)
{
spriteList.Add(Resources.Load<Sprite>(str));
}
The string 'str' is valid; it works absolutely fine with Unity. However, again, it's not loading anything when running through the HoloLens.
You can't read the Resources directory with the StreamReader or the File class. You must use Resources.Load.
1.The path is relative to any Resources folder inside the Assets folder of your project.
2.Do not include the file extension names such as .txt, .png, .mp3 in the path parameter.
3.Use forward slashes instead of back slashes when you have another folder inside the Resources folder. backslashes won't work.
Text files:
TextAsset txtAsset = (TextAsset)Resources.Load("textfile", typeof(TextAsset));
string tileFile = txtAsset.text;
Supported TextAsset formats:
txt .html .htm .xml .bytes .json .csv .yaml .fnt
Sound files:
AudioClip audio = Resources.Load("soundFile", typeof(AudioClip)) as AudioClip;
Image files:
Texture2D texture = Resources.Load("textureFile", typeof(Texture2D)) as Texture2D;
Sprites - Single:
Image with Texture Type set to Sprite (2D and UI) and
Image with Sprite Mode set to Single.
Sprite sprite = Resources.Load("spriteFile", typeof(Sprite)) as Sprite;
Sprites - Multiple:
Image with Texture Type set to Sprite (2D and UI) and
Image with Sprite Mode set to Multiple.
Sprite[] sprite = Resources.LoadAll<Sprite>("spriteFile") as Sprite[];
Video files (Unity >= 5.6):
VideoClip video = Resources.Load("videoFile", typeof(VideoClip)) as VideoClip;
GameObject Prefab:
GameObject prefab = Resources.Load("shipPrefab", typeof(GameObject)) as GameObject;
3D Mesh (such as FBX files)
Mesh model = Resources.Load("yourModelFileName", typeof(Mesh)) as Mesh;
3D Mesh (from GameObject Prefab)
MeshFilter modelFromGameObject = Resources.Load("yourGameObject", typeof(MeshFilter)) as MeshFilter;
Mesh loadedMesh = modelFromGameObject.sharedMesh; //Or design.mesh
3D Model (as GameObject)
GameObject loadedObj = Resources.Load("yourGameObject") as GameObject;
//MeshFilter meshFilter = loadedObj.GetComponent<MeshFilter>();
//Mesh loadedMesh = meshFilter.sharedMesh;
GameObject object1 = Instantiate(loadedObj) as GameObject;
Accessing files in a sub-folder:
For example, if you have a shoot.mp3 file which is in a sub-folder called "Sound" that is placed in the Resources folder, you use the forward slash:
AudioClip audio = Resources.Load("Sound/shoot", typeof(AudioClip)) as AudioClip;
Asynchronous Loading:
IEnumerator loadFromResourcesFolder()
{
//Request data to be loaded
ResourceRequest loadAsync = Resources.LoadAsync("shipPrefab", typeof(GameObject));
//Wait till we are done loading
while (!loadAsync.isDone)
{
Debug.Log("Load Progress: " + loadAsync.progress);
yield return null;
}
//Get the loaded data
GameObject prefab = loadAsync.asset as GameObject;
}
To use: StartCoroutine(loadFromResourcesFolder());
If you want to load text file from resource please do not specify file extension
just simply follow the below given code
private void Start()
{
TextAsset t = Resources.Load<TextAsset>("textFileName");
List<string> lines = new List<string>(t.text.Split('\n'));
foreach (string line in lines)
{
Debug.Log(line);
}
}
debug.Log can print all the data that are available in text file
You can try to store your text files in streamingsasset folder. It works fine in my project
I am updating an AudioSource in Unity3D during runtime when I click.
I created a Cube game object.
When I click the cube I send properties to my AudioSource.
NOTE: this is to eventually play many other wav files that are passed in via a string array of pipe delimited wav files (which exist in the Assets Audio folder).
So I need to update the AudioSource with each CLICK EVENT whereby each time it will load a new file selected from the array.
Okay, the Unity3D Editor shows my public variables from the script, and it fills them out at runtime (upon clicking the cube.)
My path variable shows up perfectly in the Unity3D editor.
But the problem is although the Audio Clip property in the editor shows the small orange audio logo (as if something is there/loaded), the name of the file that I grabbed from my Assets/Audio folder is always empty.
Nothing plays, but I get no errors!
And the properties playOnAwake, volume, etc. all show me exactly what I express them to do via my script.
NOTE: In the first image, the path variable correctly points to the .wav file.
Why is my .wav not playing?
Why is the .wav filename not appearing in the Audio Clip text box area?
public Color clickColor;
public Color releaseColor;
public int clickcount = 0;
public WWW www;
public AudioClip myAudioClip;
public string path;
void CubeClicked(GameObject tmpGameObject)
{
// CLICK COUNT
clickcount++;
// CLICK COLOR
tmpGameObject.GetComponent<Renderer>().materials[0].color = clickColor;
// IS TRIGGER
tmpGameObject.GetComponent<Collider>().isTrigger = true;
//AUDIO
path = "file://" + Application.dataPath.Substring(0, Application.dataPath.LastIndexOf("/")) + "/Assets/Audio/JetEngine.wav";
www = new WWW(path);
myAudioClip = www.audioClip;
tmpGameObject.GetComponent<AudioSource>().clip = myAudioClip;
tmpGameObject.GetComponent<AudioSource>().playOnAwake = false;
tmpGameObject.GetComponent<AudioSource>().volume = 0.999f;
tmpGameObject.GetComponent<AudioSource>().Play();
}
Cabbra's suggestion was what I needed. Adding "yield return www;" forced me to use the IEnumerator and magically, it started to work!
StartCoroutine(playMusic(tmpGameObject));
public IEnumerator playMusic(GameObject tmpGameObject){
/*Same code from before goes here!*/
}