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Question by pkiriakou · Oct 23, 2014 at 09:16 AM · texturebuttonfont

Greek name of picture problem

Hi unity developers.

Really need your help on this matter.

I am rather new on Unity development but after searching for the solution online I couldn't find anything on this.

I am saving a screenshot as a png file to save a model greated in my game.

Then to reload the model I create a list of buttons with the picture of each model inside it.

The problem is when I have saved a model with a greek name ("τεστ") the button does not show the image but a small question mark, like is not finding the picture "τεστ.png".

I read the directory of the saved models and save each picure in an array using the following code:

 var info = new DirectoryInfo(Application.dataPath+"/Resources/ModelsLibrary/");
     var fileInfo = info.GetFiles("*.png");
     libraryModelImages = new Texture2D[0];
     libraryModelNames = new String[0];
     for (file in fileInfo){
         var texName:String = file.Name.Substring(0,file.Name.Length-4);
         var compositeName = modelsDirectory+texName;
         //var aTexture:Texture2D = Resources.Load(compositeName,Texture2D);
         
         var aTexture:Texture2D = startupScript.loadTex(Application.dataPath+"/Resources/"+modelsDirectory+file.Name);
         aTexture.name = texName;
         libraryModelImages += [aTexture];
         Debug.Log("Model name: "+libraryModelImages.name);
         libraryModelNames += [texName];
     }

where "Debug.Log("Model name: "+libraryModelImages.name);" shows the name in greek just fine and later show the list of model with pictures on buttons like this:

 var modelButtonRect:Rect = Rect(25,25,128,64);
 
     for (idx=0;idx<libraryModelImages.length;idx++){
         Debug.Log("model name:"+libraryModelImages[idx]);
         //MODELS BUTTONS
         if (GUI.Button(modelButtonRect,libraryModelImages[idx])){
             selectedModelIdx = idx;
             textFieldString = libraryModelNames[selectedModelIdx];
             //Debug.Log("dblClick:"+dblClick);
             if(dblClick){
                 var allPieces = GameObject.FindGameObjectsWithTag("Piece");
                 for (var piece in allPieces){
                         startupScript.destroyPiece(piece);
                 }
                 loadModel(false,null);    
                 modelsLibraryWindow = false;
             }
             
             
         }
 
         //adjust button rectangles for rows and columns
         modelButtonRect.x += 135;
         if (modelButtonRect.x> 500){
             modelButtonRect.x = 25;
             modelButtonRect.y += 71;
         }
     }

In the above code "Debug.Log("model name:"+libraryModelImages[idx]);" also shows the grek name of the file, but it does load it.

So what am I doing wrong? Can I fix it?

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Answer by Itaros · Oct 23, 2014 at 01:28 PM

It is common for paths with unicode or custom charset literals. For example, natively systems without encoding support(like non-cp1252 windows versions can't read cyrillic paths at all) due to inability to represent it. Unity has no facilities to handle this even if OS has required charsets loaded. The only and best way is to strictly use english or numbers. You can store picture by number(1.png,2.png and so on) along with xmls with names'n'stuff in them(1.xml,2.xml...)

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avatar image Bunny83 · Oct 23, 2014 at 01:57 PM 1
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Yep, using some kind of hash name also prevents that the user enters a too long filename or a file name that contains illegal characters. For example on windows you can't use the characters /\:*?"<>|

Using the md5 hash function on your name will also make it possible to "find" that file again if you have the original name somewhere else.

avatar image Itaros · Oct 23, 2014 at 02:01 PM 0
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Hashing is prone to collisions and maintaining hash index will degrade performance, while number indexing is more compact solution. But anyways, this is viable strategy if collisions are accounted in implementation.

avatar image Bunny83 · Oct 23, 2014 at 07:26 PM 1
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Well, it is true that hashing might produce collisions, but the chances are extremly low. That's the point of most hashing algorithms :)

If you create one million $$anonymous$$D5 hash values for every human on the planet, it would be a chance of 1 in 42535295865117307932921 that a new hash would be equal to a hash that was already taken.

Of course when it comes to filenames it's way more likely that you hit a real collision, that is: the filename is already used. In that case the filesystem has to tell you that a file with that name already exists.

Using an auto-increment index allows you to use the same name over and over again. That's what you usually want to avoid.

avatar image pkiriakou · Oct 24, 2014 at 02:24 PM 0
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can I go from the generated hash value back to the file name without having an extra catalog file?

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