- Home /
Question by
alexjolig · Jul 08, 2018 at 04:30 AM ·
android buildupdatedatabasedatabase handling
Update android game with new levels without replacing database
So I've published a game for android users containing 400 levels and 2k users have completed or are playing it since. Now I'm going to update the game with 600 levels, but I don't want current users to lose their info in database. I just want to add more levels to the database if it exists in their phone.
I'm using this code not to let database get replaced if it exists.
public DataService()
{
const string databaseName = Constants.DbName;
#if UNITY_EDITOR
var dbPath = string.Format(@"Assets/StreamingAssets/{0}", databaseName);
#else
// check if file exists in Application.persistentDataPath
var filepath = string.Format("{0}/{1}", Application.persistentDataPath, databaseName);
if (!File.Exists(filepath))
{
Debug.Log("Database not in Persistent path");
// if it doesn't ->
// open StreamingAssets directory and load the db ->
#if UNITY_ANDROID
var loadDb = new WWW("jar:file://" + Application.dataPath + "!/assets/" + databaseName); // this is the path to your StreamingAssets in android
while (!loadDb.isDone) { } // CAREFUL here, for safety reasons you shouldn't let this while loop unattended, place a timer and error check
// then save to Application.persistentDataPath
File.WriteAllBytes(filepath, loadDb.bytes);
#elif UNITY_IOS
var loadDb = Application.dataPath + "/Raw/" + databaseName; // this is the path to your StreamingAssets in iOS
// then save to Application.persistentDataPath
File.Copy(loadDb, filepath);
#elif UNITY_WP8
var loadDb = Application.dataPath + "/StreamingAssets/" + databaseName; // this is the path to your StreamingAssets in iOS
// then save to Application.persistentDataPath
File.Copy(loadDb, filepath);
#elif UNITY_WINRT
var loadDb = Application.dataPath + "/StreamingAssets/" + databaseName; // this is the path to your StreamingAssets in iOS
// then save to Application.persistentDataPath
File.Copy(loadDb, filepath);
#else
var loadDb = Application.dataPath + "/StreamingAssets/" + databaseName; // this is the path to your StreamingAssets in iOS
// then save to Application.persistentDataPath
File.Copy(loadDb, filepath);
#endif
Debug.Log("Database written");
}
var dbPath = filepath;
#endif
_connection = new SQLiteConnection(dbPath, SQLiteOpenFlags.ReadWrite | SQLiteOpenFlags.Create);
// Debug.Log("Final PATH: " + dbPath);
}
Also I've created a filed in database keeping database version to check what version the user has (like the version with 400 levels, the one with 600 levels or maybe more).
What I don't know is what is the best solution to add more records to an existing database. Has anyone got a solution?
Comment
Your answer
![](https://koobas.hobune.stream/wayback/20220612170245im_/https://answers.unity.com/themes/thub/images/avi.jpg)