文件读取:
路径:
StreamingAssets:
PC:Application.StreamingAssets + "/文件名"
Android: "jar:file://" + Application.dataPath + "!/assets/文件名"
代码转载: (8条消息) 通过UnityWebRequest获取本地文件_DannySmith的博客-CSDN博客_unitywebrequest读取本地文件
/// <summary>
/// 通过UnityWebRequest获取本地StreamingAssets文件夹中的文件
/// </summary>
/// <param name="fileName">文件名称</param>
/// <returns></returns>
public static string UnityWebRequestFile(string fileName)
{
string url;
#region 分平台判断 StreamingAssets 路径
#if UNITY_EDITOR || UNITY_STANDALONE
url = "file://" + Application.dataPath + "/StreamingAssets/" + fileName;
#elif UNITY_IPHONE
url = "file://" + Application.dataPath + "/Raw/"+ fileName;
#elif UNITY_ANDROID
url = "jar:file://" + Application.dataPath + "!/assets/"+ fileName;
#endif
#endregion
UnityWebRequest request = UnityWebRequest.Get(url);
request.SendWebRequest();//读取数据
while (true)
{
if (request.downloadHandler.isDone)//是否读取完数据
{
return request.downloadHandler.text;
}
}
}
/// <summary>
/// 通过UnityWebRequest获取本地StreamingAssets文件夹中的Json文件
/// </summary>
/// <param name="fileName">文件名称</param>
/// <returns></returns>
public static string UnityWebRequestJsonString(string fileName)
{
string url;
#region 分平台判断 StreamingAssets 路径
#if UNITY_EDITOR || UNITY_STANDALONE
url = "file://" + Application.dataPath + "/StreamingAssets/" + fileName;
#elif UNITY_IPHONE
url = "file://" + Application.dataPath + "/Raw/"+ fileName;
#elif UNITY_ANDROID
url = "jar:file://" + Application.dataPath + "!/assets/"+ fileName;
#endif
#endregion
UnityWebRequest request = UnityWebRequest.Get(url);
request.SendWebRequest();//读取数据
while (true)
{
if (request.downloadHandler.isDone)//是否读取完数据
{
return request.downloadHandler.text;
}
}
}
导出配置:
待补充
模型Shader:
待补充
Gradle离线包配置:
获取unity版本对应的Gradle版本:
Android Gradle 插件版本说明 | Android 开发者 | Android Developers (google.cn)
AndroidManifest.Xml:
若打包后无法请求http,添加下面的代码到文件中:
android:usesCleartextTraffic="true"