Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by oliver-jones · Jun 11, 2015 at 11:30 PM · audiowwwtexturesfile

Load Assets - WWW vs File

Hello,

I'm working on a Save and Load system for Textures and AudioClips. Everything works perfectly. For my Texture Loader, I'm using:

 File.ReadAllBytes()

Where as for my AudioClip Loader, I'm using:

 www.GetAudioClip(false);

I'm just wondering if I can stick to only one method for both (either WWW or File), and which one should I use? What's the benefits of using one over another?

Thanks.

  • Update --

I forgot to mention that this is for iOS.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Landern · Jun 12, 2015 at 02:15 PM

They aren't doing the same thing.

File.ReadAllBytes() returns the file as a byte array (byte[]) and then you can do whatever you want with it, put it into any kind of stream, etc. This is also a .NET method.

www.GetAudioClip on the other hand is actually returning type of AudioClip instantiated and all that sweetness. This is a Unity conveyance method.

Another method would be to use the Resource.Load method from the Unity Engine which can load both types.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image oliver-jones · Jun 12, 2015 at 02:27 PM 0
Share

Hey thanks. The File.ReadAllBytes was only part of it:

 var imgRaw = File.ReadAllBytes(path + "/" + filename);
 var img = new Texture2D(size.x, size.y);
 img.LoadImage(imgRaw);

So now it's loaded my texture via a '.NET' method.

I'm now using this ins$$anonymous$$d now:

 var www = new WWW(filepath);
 var img = www.texture;

And I can't use Recourses.Load because not all files loaded are within the Resource directory. Thanks.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can you load an AudioClip from the file system w/o using WWW? 0 Answers

How to get this .mp3 conversion script to play through an audio source? 0 Answers

Double memory for textures downloaded with www..... 2 Answers

WWW Audio and PlayOneShot: Playing the same AudioClip Twice Cuts off First Instance 1 Answer

"Streaming of ' on this platform is not supported" even when not streaming 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges