How to write file to Oculus Quest internal storage - unity3d

I am trying to write a .csv file to save the user's actions and collect it later from the device. I have tried on my computer and it works but I can't seem to get it to work in the Oculus Quest.
My code goes like:
using (var writer = new StreamWriter($"{Application.persistentDataPath}/{_fileName}"))
using (var csv = new CsvWriter(writer))
{
csv.WriteRecords(metrics);
}

Try the base path /mnt/sdcard/. So you will get something like:
using (var writer = new StreamWriter($"/mnt/sdcard/{_fileName}"))
using (var csv = new CsvWriter(writer))
{
csv.WriteRecords(metrics);
}
To allow your program to use the internal storage you need to properly configure the Build Settings. This can be done by going to File->Build Settings->Player Settings...->Other Settings->Write Permissions and change it to External(SDCard) (I did this in Unity 2018.4.11f1)
Also, beware when running the application on your device, if no pop-up asking for write permission shows up try going to Library to run your application again.

Related

The type or namespace name 'Forms' does not exist in the namespace 'System.Windows' FIX

Can someone please help me with this, am trying to use OpenFileDialog class from System.Windows.Forms to open a file dialog and read the selected file. Then, this error showed up. I've referenced it but still the same, below is the code.
`using UnityEngine
using UnityEngine.UI
using System.Windows.Forms;
public class OpenFileButtonScript : MonoBehaviour
{
public TextFieldScript textFieldScript;
public void OpenFile()
{
OpenFileDialog openFileDialog = new OpenFileDialog();
openFileDialog.Filter = "Text Files (*.txt)|*.txt|All Files (*.*)|*.*";
openFileDialog.FilterIndex = 1;
openFileDialog.Multiselect = false;
if (openFileDialog.ShowDialog() == DialogResult.OK)
{
string filePath = openFileDialog.FileName;
string text = System.IO.File.ReadAllText(filePath);
textFieldScript.inputField.text = text;
}
}
}`
It may look like you have access to all of the native Window system libraries, but it just looks like it. In actuality, a lot of the time you're simply given stubs, or shims, that look like the full Window libraries, because there's a certain element that Unity wants to use from those namespaces. If you think about it, the code you present above, what do you think it should do on Android or Nintendo devices? The simple answer is, it simply won't work.
Generally in cases like this, you have to gain access to the native operating system, and perform those calls directly. For example, there is a file browser asset on the Asset Store, that does this for you. It's not free, because the process isn't trivial.
Depending on how much effort you want to put in, you CAN read files from the local file stores (to varying degrees based on platform). It's possible to read the list of files in a location, and use either uGUI or UIToolkit to create your own File Open Dialogue box. Again, this isn't a trivial task either. So you have to be sure that you'd want to go down that path.

Google Apps Script - Scripts in copied spreadsheet not retaining trigger

I am using a script in a Google Spreadsheet to, upon form submission, copy an existing spreadsheet and google form to create a new spreadsheet and new form and then connect the new form to the new spreadsheet so the new spreadsheet is receiving the responses from the new form.
The script in the copied spreadsheet is copied to the new spreadsheet, but the installed triggers don't exist. Is there a way to create those triggers from the original spreadsheet's script (the spreadsheet that received the form submission that created the new SS and form) or do I need to rely upon non-installed triggers in the new spreadsheet to create the installed trigger?
Triggers run scripts which require authorization by the user. Because your script is bound to a spreadsheet, it will need to be authorized on each copy.
I have a similar system (copies of a master sheet + code) and we addressed this by adding a custom menu to run a script when someone makes a copy. I added a custom menu and a setup script which would authorize the trigger.
function onOpen(e) {
var ui = SpreadsheetApp.getUi().createMenu("PGP Setup").addItem("Run", "setup").addToUi();
}
function setup() {
var ss = SpreadsheetApp.getActive();
ScriptApp.newTrigger('makeDocs')
.timeBased()
.everyHours(1)
.create();
}
It's easy on the user who created the sheet and has been reliable for us so far.
I was able to solve my issue with the code below. The function 'newSSTrigger' is in the original script (not a copied one) and is called after the new SS and Form are created and sync'd - this is where the the variable idOfNewSS comes from. The trigger will not create a script in the new objects or even be seen in the new object's scripts as an installed trigger. To find the trigger go to Edit>All Your Triggers from any script. Triggers not greyed out are attached to the document in some way.
This seems to have two benefits:
1) I never have to deal with any permissions - the triggers work without me touching the new docs at all.
2) If I update the 'myFunction' (below) it changes how the existing triggers work because the trigger retrieves its instructions from the original script - in its current state. This means I can update all existing triggers created by this script just by editing this function.
function newSSTrigger(idOfNewSS) {
var newSS = SpreadsheetApp.openById(idOfNewSS);
ScriptApp.newTrigger("myFunction")
.forSpreadsheet(newSS)
.onFormSubmit()
.create();
}
function myFunction() {
do stuff...
}
A different option that would work for people who are not just copying a sheet programmatically (or who are anticipating users making copies that the developer doesn't have permission to edit) is to take care of it for the user inside the bound script. You could use code similar to this:
function onOpen(){
var triggers = ScriptApp.getProjectTriggers();
if(triggers.length == 0){
ScriptApp.newTrigger('yourFunction')
.timeBased()
.everyHours(1)
.create();
}
This says that if there are no triggers, add a time-based trigger. You can see this documentation for variations.

Accessing Raw Gamer Profile Picture

I am using the new XBox Live API for C# (https://github.com/Microsoft/xbox-live-api-csharp) for official access through a UWP app.
I am able to authenticate fine and reference the XBox Live user in context.
SignInResult result = await user.SignInAsync();
XboxLiveUser user = new XboxLiveUser();
Success! However, I can't seem to find an appropriate API call to return XboxUserProfile or XboxSocialProfile. Both of these classes contain URLs to the player's raw gamer pics. After reviewing MSDN documentation and the GH library it isn't clear to me how this is achieved. Any help is greatly appreciated.
The below sample should work if you meet the following pre requisits:
Reference the Shared Project that contains the API from your project and don't reference the "Microsoft.Xbox.Services.UWP.CSharp" project
Copy all source code files from the "Microsoft.Xbox.Services.UWP.CSharp" project into your project
Include the Newtonsoft.Json NuGet package into your project
Steps 1 & 2 are important as this allows you to access the "internal" constructors which otherwise would be protected from you.
Code to retrieve the profile data:
XboxLiveUser user = new XboxLiveUser();
await user.SignInSilentlyAsync();
if (user.IsSignedIn)
{
XboxLiveContext context = new XboxLiveContext(user);
PeopleHubService peoplehub = new PeopleHubService(context.Settings, context.AppConfig);
XboxSocialUser socialuser = await peoplehub.GetProfileInfo(user, SocialManagerExtraDetailLevel.None);
// Do whatever you want to do with the data in socialuser
}
You may still run into an issue like I did. When building the project you may face the following error:
Error CS0103 The name 'UserPicker' does not exist in the current
context ...\System\UserImpl.cs 142 Active
If you get that error make sure you target Win 10.0 Build 14393.

HTML5 File API in Firefox Addon SDK

Is there a way to access Html5 file api in Fire Fox addon sdk in the content script?
This is needed in order to store user added words and their meanings. The data can grow large and so local storage isn't an option.
window.requestFileSystem3 = window.requestFileSystem || window.webkitRequestFileSystem;
gives me the error TypeError: window.requestFileSystem3 is not a function.
I am asking this because i am porting this code from a Google Chrome Extension which allows accessing the file api in a content script.
Additional Questions
1) If HTML5 File API is not allowed then should i use file module?
2) Does the file module allow access to any file on the file system as opposed to the Html5 file api which only access to a sandboxed access to file system?
3) Assuming i have to use file module what would be the best location to store my files ( like the user profile directory or extension directory ) and how would i get this path in code.
I apologize for so many sub questions inside this questions. Google wasn't very helpful regarding this topic.
Any sample code would be very helpful.
Firefox doesn't support writing files via File API yet and even when this will be added it will probably be accessible to web pages only and not extensions. In other words: yes, if you absolutely need to write to files then you should use low-level APIs. You want to store your data in the user profile directory (there is no extension directory, your extension is usually installed as a single packed file). Something like this should work to write a file:
var file = require("sdk/io/file");
var profilePath = require("sdk/system").pathFor("ProfD");
var filePath = file.join(profilePath, "foo.txt");
var writer = file.open(filePath, "w");
writer.writeAsync("foo!", function(error)
{
if (error)
console.log("Error: " + error);
else
console.log("Success!");
});
For reference: sdk/io/file, sdk/system
You could use TextReader.read() or file.read() to read the file. Unfortunately, Add-on SDK doesn't seem to support asynchronous file reading so the read will block the Firefox UI. The only alternative would be importing NetUtil and FileUtils via chrome authority, something like this:
var {components, Cu} = require("chrome");
var {NetUtil} = Cu.import("resource://gre/modules/NetUtil.jsm", null);
var {FileUtils} = Cu.import("resource://gre/modules/FileUtils.jsm", null);
NetUtil.asyncFetch(new FileUtils.File(filePath), function(stream, result)
{
if (components.isSuccessCode(result))
{
var data = NetUtil.readInputStreamToString(stream, stream.available());
console.log("Success: " + data);
}
else
console.log("Error: " + result);
});

Is it possible to generate an NRL file via the iManage API?

Using the Autonomy Interwoven products Desksite or Filesite, it is possible to drag a document out of the application onto the desktop, which creates a .NRL file.
This file contains metadata including the name of the Interwoven server, the document id, version of the document etc.
Assuming we have a reference to an existing IManage.IManDocument object, is it possible to generate one of these nrl files programmatically via the SDK?
Sure - this is simple. Here is a basic C# function that will do just this, with the IManDocument object named aDoc:
TextWriter nrlCreator = new StreamWriter(fileName, false);
try
{
nrlCreator.WriteLine(string.Format("{0}\n{1}",
aDoc.Database.Session.ServerName, aDoc.ObjectID));
if (SLSettings.CopyLinkToLatestVersion)
{
nrlCreator.WriteLine("[Version]");
nrlCreator.Write("Latest=Y");
}
nrlFiles.Add(fileName);
}
finally
{
nrlCreator.Close();
}