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JSON value assignment
Hello, 
 
 In my game I have a Json file that store values that I will later on use in my game. This is what I have: 
 Config.json 
 {
     "SplashDuration" : 3.0,
     "LoadingDuration" : 1.0,
     "ButtonTriggerFunction" : 0.15
 }
JsonConfig.cs 
 using UnityEngine; using System.IO;
 public class JsonConfig : MonoBehaviour
 {
     string directory = "/JSON/Config.json";
     string path = "";
     string jsonString = "";
     public float splashDuration;
     public float loadingDuration;
     public float buttonFunctionTrigger;
 
     void Start()
     {
         if (Application.platform == RuntimePlatform.Android)
         {
             path = Application.streamingAssetsPath + directory;
             WWW reader = new WWW(path);
             while (!reader.isDone) { }
             jsonString = reader.text;
         }
         else
         {
             path = Application.streamingAssetsPath + directory;
             jsonString = File.ReadAllText(path);
         }
 
         JSONConfig jsonConfig = JsonUtility.FromJson<JSONConfig>(jsonString);
         splashDuration = jsonConfig.SplashDuration;
         loadingDuration = jsonConfig.LoadingDuration;
         buttonFunctionTrigger = jsonConfig.ButtonFunctionTrigger;
     }
 }
 
 [System.Serializable]
 struct JSONConfig
 {
     public float SplashDuration;
     public float LoadingDuration;
     public float ButtonFunctionTrigger;
 }
 Everything is working as it should. My public variables get replaced with the values from the JSONConfig. Here is my question: 
 Let say I have a lot of values in my Config.json (instead of just 3, maybe 20) can I let the JsonConfig.cs script automatically assign the values without setting each one, one by one. 
- So the first float in the JSONConfig serializable class would choose the first line in Config.json which is SplashDuration with a value of 3.0. 
- The second float in the JSONConfig serializable class would choose the second line in Config.json which is Loading duration with a value of 1.0 and so on. 
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