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Question by Unity-Paradox · Sep 16, 2016 at 02:16 PM · filefile-iofilesystem

Associating File Types with a Unity App

Simple enough question, is it possible to associate a file type with a Unity app so that file type will open with said app, then have the app decide what to do with the file via a script?

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avatar image Owen-Reynolds · Sep 16, 2016 at 02:22 PM 1
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Just checking -- telling a file to open using a particular Unity-created exe is trivial, right? Your real question is how the OS communicates the filename to the application, and how Unity-code can retrieve that?

avatar image Unity-Paradox Owen-Reynolds · Sep 16, 2016 at 02:41 PM 0
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Yes, how Unity can retrieve and decide what to do with the filename sent by the OS.

avatar image Owen-Reynolds · Sep 16, 2016 at 02:50 PM 1
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I imagine http://answers.unity3d.com/questions/36066/pass-arguments-to-a-unity-exe.html is a start. I'm not sure if a clicked filename is packaged this way, but it's got to be something like that.

avatar image Unity-Paradox Owen-Reynolds · Sep 16, 2016 at 03:05 PM 0
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Hmm, but would this work on other platforms? I'm planning on making the app available to all of the PC platforms supported by Unity.

avatar image Owen-Reynolds · Sep 16, 2016 at 06:09 PM 0
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$$anonymous$$aking the API work consistantly on various machines is Unity's problem. They already translate C3/dot-NET into whatever iOS and Linux use. Hopefully, probably, they also have getting external arguments handled in a consistent way, through one command. Or not, like the way you have to handle wrong-way slashes in windows pathnames.

avatar image Unity-Paradox Owen-Reynolds · Sep 16, 2016 at 06:52 PM 0
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Well, I know people who could these things on different operating systems, so I'll try to have this tested as soon as I can. Thanks for your support! =)

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Answer by febozzo · May 23, 2019 at 10:35 PM

Hi, this is what I'm trying to do with my Unity app. I have a json file, with my own extension, containing some scene configuration. I want to double click on it, so my app starts the file content can be deserialized and my game objects configured on the fly. I associated the file extension with my Unity built app by double clicking on it and then choosing "open with". To check if it works I set this in the Start:

void Start() { var arguments = Environment.GetCommandLineArgs(); outputText.text = $"GetCommandLineArgs: {String.Join(", ", arguments)}"; }

But seems that no argument is passed. So I don't know how to access the file. Does anyone has some tips? Thank you

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