Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by KrisSchnee · Jul 24, 2016 at 06:56 PM · webplayerwwwloadingexternal filestextfile

Load Data From External Text File

The goal: (1) While developing my game on my PC, load story info from a text file, located in /Assets/Resources or anywhere else it needs to be. (2) While demonstrating the game in Web player format, load the same info from a text file, located at (eg.) www.example.com/code/myproject/test.txt, the same directory as the Build.unity3d file. (Ideally in a subdirectory.)

What I've got so far:

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 using System.Collections.Generic;
 using System.IO;
 
 public class TextFileLoader : MonoBehaviour
 {
     public WWW www;
 
     // For showing/storing the result
     public string result;
     public Text output_text;
 
     IEnumerator Start()
     {
         Debug.Log("Data path: " + Application.dataPath);
         www = new WWW( Application.dataPath + "/demo.txt" );
         Debug.Log(www.url);
         yield return www;
         result = www.text;
         Debug.Log("Result: " + result);
         output_text.text = result;
     }
 }

I run this locally on my computer, with the text file in both the main Assets directory and in Assets/Resources. Result: debug statements say "C:/Users/Kris/Documents/Unity/WizardGame/Assets", and "C:/Users/Kris/Documents/Unity/WizardGame/Assets/demo.txt". In other words, the variable "www.text" is being set to the full path of my file, not its contents. Which is odd because if I pause Unity, variable "result" is blank even though I explicitly set it and the debug statement says it's not blank! If I build my project and run, it actually works now, but it doesn't work while I'm just hitting the Play button within the editor. That's bad because it greatly lengthens the build-and-test cycle.

How can I make this code work in the editor, without having to build each time I want to test? My fallback plan will be to use Resources.Load and then change the code at the last minute before uploading my project, but that's bad practice.

(Unity 4.6.)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by kilian277 · Jul 24, 2016 at 09:38 PM

You could try to use the PersistentDatapath in unity which also works in the editor and is much handier to use because it's a seperate folder in the %AppData% from Windows.

Info on the persistentDatapath

Then you could also use a StreamWriter and Reader from the .NET framework.

StreamReader

StreamWriter

Or use File.ReadAllText(); , depending on your usage whether binary , ascii text file , line per line.

And detect wheter yo uare using a Editor build or real standalone (webplayer) build to adjust your code.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

58 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Is WWW class usable in Android platform? 1 Answer

Unity download audio 1 Answer

How to check if loading from another level or game start? 1 Answer

Why can't I build Web Player in Unity while I have no problems with building standalone versions? 2 Answers

Help to solve freezes when web client start playing downloaded audioclip 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges