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Question by DjBolo · Aug 27, 2015 at 07:50 AM · filesavingcustom editorresources.loadcustom class

How to add existing xml file to project build?

Hi! I have a game with custom map editor, it export my maps to a .xml file. It works if I place a file in Resources folder, and load it with Resources.LoadAll("Maps"). It works perfectly but.. I want to let players create their own maps and attach to a project maps editable for them.

Can you pass me a solution for this problem? How to attach a physical existing xml file after build. I already have an idea that after first run myEditor will export them from resources and save it all in my custom folder. However it will be nice if I have solution to attach files without running the myEditor.

PS All scripts are in C#, and my xml map files is just serialized custom mapXml class.

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Answer by DjBolo · Aug 27, 2015 at 08:36 AM

After I come home, I'll try this method and post results:

http://docs.unity3d.com/Manual/StreamingAssets.html

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avatar image DjBolo · Aug 28, 2015 at 07:22 AM 0
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It worked. Just get path using Application.strea$$anonymous$$gAssetsPath and your files are saved there ;)

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