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Answer by jamesflowerdew

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The following may not be the best answer, but it is one answer. This kind of stuff can usually done by sending raw data (although it is more work). You'd save out the data then use this to rebuild the assets on load. Obviously you could access "PlayerPrefs" to within limits, and in standalone mode possibly System.IO stuff: public static bool WriteTextFile(string nData, string nAddress){ System.IO.File.WriteAllText(Application.dataPath + nAddress, nData); AssetDatabase.ImportAsset (nAddress); return(true); }//nData is the string data, nAddress is the address of the file I'm not sure how well this System.IO stuff works in exes/apps etc though. I know it flunks in web players for what I guess is security reasons (Web apps that write files are frowned upon), and it seems unreliable in the editor at this end (saved assets need manually re-imported). On the web, PHP would probably be your friend (you'd post your data and retrieve it from a server). I hope that this is helpful, and would love to know if you found a more elegant solution.

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