In my Unity project I want to download images from google drive. I already have a connection with gdrive and I can check what files are on the drive. At first I want to download images, but eventually obj and fbx files.
Unfortunately I do not know how to download and put on the scene picture.
Could someone explain to me how to do this?
You have two ways to do what you want:
1) Using Unity3d WWW class to download images, and then retrieve
texture using www.texture field.
2) Using platform specific class to download image, and then retrieve texture using Unity3d native method.
Related
I am making a game and it is going to have a lot of assets in the game and the download size is going to be very big. I am using the Play Asset Delivery to upload my large game to Play Store. More than 90% of the assets are maps. I have a few maps in the game and I don't want them all to be downloaded when the player is installing the game from the Google Play Store. Like Call of Duty Mobile I want the player to be able to download each map individually in runtime.
I separated the assets of every map into a separate assetBundle.
I read the Play Asset Delivery documentation and it seems like I have to use On-demand for each assetBundle.
But the when I build the game and upload it to play store it will download the whole game again. I don't know how to make it not download the on-demand assetBundles.
How do I do that?
is it event possible?
And sorry if my English was bad.
Here's the reference on how you retrieve the assets: Unity Documentation
Basically you need to import the Play Asset Delivery library and call the RetrieveAssetBundleAsync() method to retrieve an AssetBundle.
You can also request asset asynchronously and monitor the download progress.
Here's another reference on how you download the assets. Retrieve assests
Is there any way to store data(images, audio files, titles etc) in the project folder inside Android folder. And later access it later in case of no internet?? Right now I am displaying the images and playing audio mp3 directly from API response. Any help would be highly appreciated.
I am working on a unity project using vuforia and the vuforia video playback. The project involves adding a lot of mp4 files directly into the project directory because the vuforia video playback needs a local path to the video. The unity project is now up to 3.2 GB, and I just started development. Are there any ways to combat this issue of this app potentially getting way too large?
I recommend storing your larger files in an Asset Bundle. Asset Bundles allow you to store your content online, and download it when necessary (once opened after install, or after the user has paid for the content). You can access your assets locally using the Asset Bundle directory:
Application.dataPath + "/AssetBundles/" + assetBundleName
Compress the files as much as possible until you see some visible quality drop. You just need to find the best combination of video resolution and audio / video bit rates.
I want to load a 3D object from a URL to a CloudRecoTarget, anyone knows how to do it?
Can you specify your intention more precise? I'm not sure if if get it.
Where is your problem and what kind of technology are you using (App, Server...)?
I guess you want to upload a 3D object, that you are downloading from somewhere of the web, to the Vuforia Cloud Database to create a Vuforia Marker that can be used in Unity for an AR application.
Usually you have a server that handles the communication between the app and the Vuforia API. Your server can simply add a target (your 3d object) to the cloud database and after analysing the target you can download the marker from Vuforia. That's the way I've done it.
Probably you can do this without a server using Unity and C# only. Have a look at the Vuforia API to write you own Vuforia Client in C#. Maybe there is a code snippet somewhere.
I am developing an app where i have thousands of images i am reading from the sdcard. I would like to say when i deploy the app, the images are downloaded together with the app. I have been trying to find a solution to this but no help. Please help!!!
The images are used as bitmap resources for imageViews. the are too many that I can't put them in drawable because they will make the app size too big.
Right now i have manually copied them over to the storage of the device i am accessing them from there. If I want to test thye app on another device then i have to copy the images folder again to the external drive of that device. Is there a way i can include them in the solution without putting them in drwable
I would suggest to keep your images on some web server and try to download the images from here.This will avaoid coping images all the time to devices .
So here is what you can do :
1 ) Upload the images on some server .
2) Also you can have a xml which will have urls of all the image.
3) When you start your application you first fetch the XML and get the urls.
4) then using these urls you can lazy load the images in your app.
try to read and understand this concept here :
Thanks