On a desktop computer (Mac OS or Windows) the location of the files can be obtained with the following code: path = Application.dataPath + "/StreamingAssets"; On iOS, use: path = Application.dataPath + "/Raw"; On Android, use: path = &
原地址:http://blog.csdn.net/nateyang/article/details/8493791 我们在读写例如XML和TXT文件的时候,在电脑上和手机上路径不一致,造成了很多麻烦,其实有个简单的方法,在项目工程中新建一个StreamingAssets文件夹,把你的XML和TXT文件放到这里. using UnityEngine; using System.Collections; using System.Xml; using System.Xml.Serialization
在移动端StreamingAssets下的文件是只读的,但大家可能跟我一样遇到了发布安卓以后放在StreamingAssets下的数据库文件一样读取不了, 但其实这个文件夹其实是可以读取到的,所以我们需要使用XML来读取文件,然后转存到persistentDataPath目录下,下面是代码: public static class Config { public static string filepath = Application.persistentDataPath + "/TowerDe
using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI;using UnityEngine.Video; public class VideoPlayerControl : MonoBehaviour{ public VideoPlayer videoPlayer; [SerializeField] string format = ".mp4
报错:Start: failed to load tracking configuration: TrackingConfigGenerated.xml Start: failed to load tracking configuration: tracking.xmlUnityEngine.Debug:LogError(Object)metaioSDK:Start() (at Assets/metaio/Scripts/metaioSDK.cs:374) Could not read imag
有以下几个文件夹: Assets 用来存放资源的文件夹,包括各种材质.模型等 Editor 编辑器类等脚本 Editor Default Resources Editor scripts can make use of asset files loaded on-demand using the EditorGUIUtility.Load function. This function will look for the asset files in a folder called Editor
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