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Question by erikhosszu · Aug 24, 2019 at 10:49 PM · androidandroid buildfile-ioreadio

Reading files on Android,

It's 1 AM and I have been trying to get this to work for some hours now. I just want to load a simple text file containing some numbers(created by a level generator), then I would use them to create a map. I am using this path: Path.Combine(Application.streamingAssetsPath, "level01.txt") Everything works in the editor but on the android device, only the UI is loaded. I am using unity version 2018/3/0f2. Sample file. Full code:

 using Assets.Scripts;
 using System.IO;
 using UnityEngine;
 
 public class MapGenerator : MonoBehaviour
 {
     public int width = 15;
     public int height = 15;
 
     public GameObject[] tileMap = new GameObject[6];
 
     private GameObject hexPrefab;
 
     public static  int[] tileType = new int[225];
     public static int[] tileAttr = new int[225];
 
     private const float scaleMultiplyer = 5f;
     private const float xOffset = 1.037f * scaleMultiplyer;
     private const float zOffset = 0.896f * scaleMultiplyer;
     private const float levitation = 0.5f;
     private const int size = 225;
 
     private void Start()
     {
         //Reading the numbers into an array
         string[] asd = new string[size];
         using (StreamReader sr = new StreamReader(Path.Combine(Application.streamingAssetsPath, "level01.txt"))) 
         {
             string line = "";
             for(int I = 0; I < size; I++)
             {
                 line = sr.ReadLine();
                 asd[I] = line;
             }  
         }
 
         //This is for getting the tile from the number
         for (int l = 0; l < tileType.Length; l++)
         {
             char[] row = asd[l].ToCharArray();
             tileType[l] = int.Parse(row[0].ToString());
             string newString = asd[l].Remove(0, 1);
             tileAttr[l] = int.Parse(newString);
         }
 
 
         //I am using a hexagonal map
         int i = 0;
         for (int x = 0; x < width; x++)
         {
             for (int y = 0; y < height; y++)
             {
                 float xPos = x * xOffset;
 
                 if (y % 2 == 1)
                 {
                     xPos += xOffset / 2f;
                 }
                 hexPrefab = tileMap[tileType[i]];
 
                 hexPrefab.GetComponent<attr>().arrtibutes = tileAttr[i];
 
                 GameObject hex = Instantiate(hexPrefab, new Vector3(xPos, 0.5f, y * zOffset), Quaternion.identity);
                 hex.name = "Hex_" + x + "_" + y;
                 hex.transform.SetParent(this.transform);
 
                 i++;
             }
         }
     }
 }
map.txt (691 B)
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Answer by leminh_2014 · Aug 25, 2019 at 01:09 AM

have u tried to put this file in "Resource" folder ? If your project does not have you should create them via path:Assets/Resource.

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