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Question by ina · Jun 22, 2012 at 09:18 AM · androidioscache

Caching texture locally for iOS Android

Is it possible to store a texture(s) loaded at runtime for mobile platforms? It seems PlayerPrefs only supports shorter strings and numbers. Is using a storage engine like SQLite locally the only way?

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Answer by whydoidoit · Jun 22, 2012 at 09:26 AM

You can put it in a file :) Save the file in persistentDataPath and you are good to go... If you really want to put it in PlayerPrefs then you can convert the byte representation of it to a string with Convert.ToBase64String() - note that this makes it bigger. Convert it back with Convert.FromBase64String().

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avatar image ina · Jun 22, 2012 at 09:29 AM 0
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Does persistentDataPath work across all mobile platforms? It seems that PlayerPrefs has a max filesize of 1 $$anonymous$$B?

avatar image ina · Jun 22, 2012 at 09:30 AM 0
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Other question is, how do you query which persistentDataPath is writable on different Android devices? Or, is there a default one sandboxed for each app? Are there size constraints?

avatar image ina · Jun 23, 2012 at 11:53 PM 0
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hmm how do you get the byte representation of a Texture or Texture2D ?

avatar image whydoidoit · Jun 24, 2012 at 12:14 AM 0
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Sorry I missed your comments :(

You get the bytes of a Texture by calling EncodeToPNG - which returns a byte array - or you can use the GetPixels32 (or GetPixels) to get something that is convertible to a byte array

avatar image whydoidoit · Jun 24, 2012 at 12:15 AM 0
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I believe that the latest releases of Unity (post 3.4) are consistent in the ability to use persistentDataPath. PlayerPrefs only has a maximum of 1$$anonymous$$B on the web player - on everything else it is unlimited.

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