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Question by Barbur01 · May 15, 2013 at 08:19 PM · errorwwwmacosxstreamingassets

StreamingAssets with OSX

Hello,

Something very strange is happening to me. I am creating an OSX app, building the player and then executing it on the MAC. Everything works fine: I can see all the Streaming Assets (some textures). However when I create a .pkg of this .app and install it as an Application, I execute it and the Streaming Assets are not being found. I activated the Logs and what I get is this error: Couldn't open file /Applications/MyApp.app/Contents/Data/StreamingAssets/Subfolder/MyTexture.png. The path is perfectly well so I do not get why is this not working. The code related to this is the following:

 string sFinalPath = "file://" + Application.streamingAssetsPath + "/" + sTexturePath + sTextureName + ".png";
 m_WWWLoader = new WWW(sFinalPath);
 
 yield return m_WWWLoader;
 
 if (m_WWWLoader.isDone)
 {
    Debug.Log("============> Loader done with error (" + m_WWWLoader.error + ")");
 }

If anyone knows what is going on please tell me :)

Thanks in advance!

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avatar image Graham-Dunnett ♦♦ · May 15, 2013 at 08:19 PM 0
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$$anonymous$$ight it be a permissions problem?

avatar image Barbur01 · May 15, 2013 at 08:23 PM 0
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@Graham Dunnet: That's the only thing I can think about..... but then must be some explanation somewhere :O

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Answer by Barbur01 · May 15, 2013 at 09:49 PM

[SOLVED] I resolved this using Resources.Load instead of WWW.

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Answer by qoobit · Dec 04, 2015 at 10:46 AM

For OSX it's actually listed under .app/Contents/Data/Resources/StreamingAssets/ Not sure when Unity is going to fix that.

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Answer by Rattus_a · Nov 07, 2016 at 10:53 PM

.app/Contents/Resources/Data/StreamingAssets

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