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Question by erbridge · Oct 09, 2013 at 01:10 PM · importdownloadpackageassetdatabase

Why does asset import fail?

I'm trying to download and import a package from a menu item using the following:

 string remotePackagePath = "http://path/to/package/package.unitypackage";
 string localPackageDir = Path.Combine(RootDir, "Packages");
 string localPackagePath = Path.Combine(localPackageDir, "package.unitypackage");
 
 if(!Directory.Exists(localPackageDir))
     Directory.CreateDirectory(localPackageDir);

 using(WebClient client = new WebClient())
 {
     client.Headers.Add("Authorization", "Basic " + Convert.ToBase64String(Encoding.ASCII.GetBytes("user:pass")));
     client.DownloadFile(new Uri(remotePackagePath), localPackagePath);
 }

 AssetDatabase.ImportPackage(localPackagePath, true);

It works fine on Mac, but on Windows I get an error: "Package has unknown format." However, if I manually import the dowloaded package, it imports fine. The package I'm trying to import was exported on a Mac.

What's going on?

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avatar image JamieSinn · Oct 09, 2013 at 03:00 PM 0
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Can you try to export it on windows too?

avatar image erbridge · Oct 09, 2013 at 03:06 PM 0
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Not trivially as some of the assets are generated by scripts.

avatar image JamieSinn · Oct 09, 2013 at 03:27 PM 0
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Hmm... Is there any specific reason to compile on $$anonymous$$ac other than the scripts?

avatar image erbridge · Oct 09, 2013 at 03:35 PM 0
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Our OS of choice is $$anonymous$$acOS, but the some of the artists need to work on Windows. The aim of the package export/import is to avoid having to rewrite a load of scripts just so they can get the game running for rapid iteration.

So, apart from the scripts, no, but the scripts are the only reason we're doing it at all.

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