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- README - Better Streaming Assets
- --------------------------------
- Many thanks for downloading! Before getting your hands on the tool please have a read.
- Better Streaming Assets is a plugin that lets you access Streaming Assets directly in an uniform and
- thread-safe way, with neglectible overhead. Mostly beneficial for Android projects, where the
- alternatives are to use archaic and hugely inefficient WWW or embed data in Asset Bundles. API is
- based on System.IO.File and System.IO.Directory classes.
- Contact / Support:
- ------------------
- Support/Feedback: support@dmprog.pl
- Twitter: @gwiazdorrr
- Support Page: http://dmprog.pl/unity-plugins/
- Note on Android & App Bundles
- ------------------
- App Bundles (.aab) builds are bugged when it comes to Streaming Assets. See https://github.com/gwiazdorrr/BetterStreamingAssets/issues/10 for details. The bottom line is:
- !!! Keep all file names in Streaming Assets lowercase! !!!
- Usage:
- ------
- Check examples below. Note that all the paths are relative to StreamingAssets directory. That is, if you have files
- <project>/Assets/StreamingAssets/foo.bar
- <project>/Assets/StreamingAssets/dir/foo.bar
- You are expected to use following paths:
- foo.bar (or /foo.bar)
- dir/foo.bar (or /dir/foo.bar)
- Examples:
- ---------
- Initialization (before first use, needs to be called on main thread):
- BetterStreaminAssets.Initialize();
- Typical scenario, deserializing from Xml:
- public static Foo ReadFromXml(string path)
- {
- if ( !BetterStreamingAssets.FileExists(path) )
- {
- Debug.LogErrorFormat("Streaming asset not found: {0}", path);
- return null;
- }
- using ( var stream = BetterStreamingAssets.OpenRead(path) )
- {
- var serializer = new System.Xml.Serialization.XmlSerializer(typeof(Foo));
- return (Foo)serializer.Deserialize(stream);
- }
- }
- Note that ReadFromXml can be called from any thread, as long as Foo's constructor doesn't make any
- UnityEngine calls.
- Listing all Streaming Assets in with .xml extension:
- // all the xmls
- string[] paths = BetterStreamingAssets.GetFiles("\", "*.xml", SearchOption.AllDirectories);
- // just xmls in Config directory (and nested)
- string[] paths = BetterStreamingAssets.GetFiles("Config", "*.xml", SearchOption.AllDirectories);
- Checking if a directory exists:
- Debug.Asset( BetterStreamingAssets.DirectoryExists("Config") );
- Ways of reading a file:
- // all at once
- byte[] data = BetterStreamingAssets.ReadAllBytes("Foo/bar.data");
-
- // as stream, last 10 bytes
- byte[] footer = new byte[10];
- using (var stream = BetterStreamingAssets.OpenRead("Foo/bar.data"))
- {
- stream.Seek(footer.Length, SeekOrigin.End);
- stream.Read(footer, 0, footer.Length);
- }
-
- Asset bundles (again, main thread only):
- // synchronous
- var bundle = BetterStreamingAssets.LoadAssetBundle(path);
- // async
- var bundleOp = BetterStreamingAssets.LoadAssetBundleAsync(path);
-
- Legal Stuff / Licensing:
- ------------------------
- Code uses MIT license, as follows:
- The MIT License(MIT)
- Copyright(c) .NET Foundation and Contributors
- All rights reserved.
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all
- copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- SOFTWARE.
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