I would like to ask if anyone create Assetbundle in Unity on cloud? I would like to generate the AssetBundle dynamically on cloud and the client app will download it accordingly.
Could you let me know your idea? Is there any cloud service for hosting Unity ?
The accepted answer is spot on but there are slight changes as Unity5.6 now supports every other feature in the free version too. I've been working on a similar project that required building asset bundles dynamically. I'll post my code snippet for the same so that the process of identifying this gets simpler for everyone else in future.
But before that, there are some limitations for this process that you may need to consider. Building asset bundles dynamically on cloud requires (Command line) batchmode which runs Unity on commandline (Unity should be installed to build bundles). This asset building process works only on Windows and OSX (No Linux). The command to invoke Unity in batch mode is given below and has to be executed from Unity executable's location,
this command creates an empty project,
Unity -batchmode -quit -createProject <path/to/create a project>
After creating a project, you can save a script to build assets in the Assets/Editor folder, I have a written a script to automate the process of building assetbundle for all assets in the Assets/Models folder.
//BuildAssets.cs
using System.Collections;
using System.Collections.Generic;
public class BuildAssets : UnityEngine.MonoBehaviour
{
static void BuildAssetBundle()
{
int i = 0;
string log = "log.txt";
string[] assetN;
int N_Files;
UnityEditor.AssetBundleBuild[] AssetMap = new UnityEditor.AssetBundleBuild[2];
AssetMap[0].assetBundleName = "res";
// Adding to path /Models
string path = UnityEngine.Application.dataPath + "/Models";
//log
System.IO.File.AppendAllText(log, System.DateTime.Now.ToString() + "\n\n");
System.IO.File.AppendAllText(log, path + "\n");
System.IO.DirectoryInfo dir = new System.IO.DirectoryInfo(path);
System.IO.FileInfo[] files = dir.GetFiles();
// Number of files in "/Models" folder
N_Files = files.Length;
//log
System.IO.File.AppendAllText(log, "Num assets: "+N_Files + " \n");
assetN = new string[N_Files];
foreach (System.IO.FileInfo file in files)
{
if (file.Exists)
{
if (!file.Extension.Equals(".meta"))
{
assetN[i] = "Assets/Resources/" + file.Name;
System.IO.File.AppendAllText(log, assetN[i] + " \n");
i += 1;
}
}
}
AssetMap[0].assetNames = assetN;
UnityEditor.BuildPipeline.BuildAssetBundles("Assets/AssetBundles", AssetMap, UnityEditor.BuildAssetBundleOptions.None, UnityEditor.BuildTarget.Android);
System.IO.File.AppendAllText(log, "\t----X----\n"); //log
}
}
This is the command for building the asset bundle through command line.
Unity -batchmode -quit -projectPath path/to/UnityProjects/Projectname -executeMethod BuildAssets.BuildAssetBundle -logFile <Log file location>
I've tested this and it works for our project.
AssetBundles require unity pro to build. There is a command line batch mode that you can use to build your asset bundles automaticly and host it on virtualy any host (a simple HTTP get).
Remember that you might not need asset bundles (or unity pro) - you can easily download textures and audio from the web using the WWW class. For textures you can use png, jpeg and tiff, for audio wav, ogg (only desktop and webplayer), mp3 (only mobile). Mesh loading should be also possible but that will require additional tools.
Related
I am working on a flutter project that runs fine in development.
However I do not know how to get the build to include dll's referenced using FFI.
I can't find clear instructions on how to do it.
I tried following the steps to build an msix here, which worked but didn't seem to include the dll (it fails in the same way as the regular build)
what is the procedure to have the build process consider the dll's?
other dll's show up in the build directory from 3rd party packages so there must be a way right?
That's really hard to discover by your own, but indeed you can bind those libraries to you MSIX. In my case I just made a package for label printers using Dart FFI and DLL`s provided by manufacturer and this is how I did it.
You need to add these DLL's to your assets setting on pubspec.yaml from your package. This is my case:
[...]
flutter:
[...]
assets:
- assets/WinPort.dll
- assets/Winppla.dll
- assets/Winpplb.dll
- assets/Winpplz.dll
With this setting you will embed your DLL files in your final MSIX, but this was the easy part. Now you have make sure to load the proper load these files in code.
Based on my own tests, I still dealing with two ways to develop and test code, the first one is when I am running a project in my machine via flutter run I must set the target for current.path, when I get it done and start building for deploy I change this to resolvedExecutable.parent.path. Where is what you need to do.
Loading you DLL in development environment (flutter run):
final String _packageAssetsDirPath = normalize(join(Directory.current.path,'assets'));
On production environment (running from .exe or MSIX installed):
final String _assetsPackageDir = normalize(
join('data', 'flutter_assets', 'packages', 'YOUR_PACKAGE_NAME', 'assets'));
final String _exeDirPath = File(Platform.resolvedExecutable).parent.path;
final String _packageAssetsDirPath =
normalize(join(_exeDirPath, _assetsPackageDir));
After with this var called _packageAssetsDirPath will be easy to load your DLL's, now you invoke a DynamicLibrary constructor:
// Path for DLL file
final String _libDllSourceFullPath =
normalize(join(_packageAssetsDirPath, 'Winppla.dll'));
// Target for copy, place DLL in same place the .exe you are running
final String _libDllDestFullPath =
normalize(join(_packageAssetsDirPath, 'YOUROWN.dll'));
// Try to copy for running exe path
File(_libDllSourceFullPath).copySync(_libDllDestFullPath);
// With this copy, would be simple to load, and if it fails, try in full path
// LOAD DLL
try {
String _packageAssetsDirPath =
normalize(join(Directory.current.path, 'assets'));
String _printerLibraryPath =
normalize(join(_packageAssetsDirPath, 'Winppla.dll'));
DynamicLibrary _library = DynamicLibrary.open(_printerLibraryPath);
return _library;
} catch (e) {
try {
DynamicLibrary _library = DynamicLibrary.open('Winppla.dll');
return _library;
} catch (e) {
// Avoing errors creating a fake DLL, but you could deal with an exception
return DynamicLibrary.process();
}
}
At this point you can load a DLL and use it, you can check my package full code at https://github.com/saviobatista/argox_printer check for lib/src/ppla.dart at function _setupDll() and you will see that loading.
I built a simpler option inspired in the solution of Sávio Batista
(You must have your .dll in your assets folder)
if (kReleaseMode) {
// I'm on release mode, absolute linking
final String local_lib = join('data', 'flutter_assets', 'assets', 'libturbojpeg.dll');
String pathToLib = join(Directory(Platform.resolvedExecutable).parent.path, local_lib);
DynamicLibrary lib = DynamicLibrary.open(pathToLib);
} else {
// I'm on debug mode, local linking
var path = Directory.current.path;
DynamicLibrary lib = DynamicLibrary.open('$path/assets/libturbojpeg.dll');
}
Just replace libturbojpeg.dll for your .dll
I created a very simple Unity Server, which uses a simple script (taken from here).
I tried to build it through the ubuntu bash with the following command:
~/Unity/Hub/Editor/2019.4.30f1/Editor/Unity -batchmode -nographics -logfile stdout.log -projectPath /path/to/the/project -buildLinux64Player /project/build/destination -quit
And it worked! It's able to create a working build. The problem is that the 3D windows is displayed as well. I don't want to interact with any game object.
Is there a way to create or run the executable without GUI?
As you can see I used "batchmode" and "nographics" flags which were supposed to prevent the user interface to appear.
Which sort of mistake I have done?
Thanks for your time.
As you can see I used "batchmode" and "nographics" flags which were supposed to prevent the user interface to appear.
yes and it didn't!
However, these two flags only apply to this instance of the UnityEditor which performs the build ... they do not apply to the actual resulting built application ;)
Usually you would go to the BuildSettings and enable
Server Build
Enable this checkbox to build the Player for server use and with no visual elements (headless) without the need for any command line options. When you enable this option, Unity builds managed scripts
with the UNITY_SERVER define, which means you can write server-specific code for your applications. You can also build to the Windows version as a console app so that stdin and stdout are accessible. Unity logs go to stdout by default.
under CommandLine Arguments you can find for how to trigger a scripted build via the console. Instead of using -buildXYZ you could use -executeMethod and within that method define the exact player and build settings you want before starting the build process
#if UNITY_EDITOR
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
class ScriptedBuilds
{
// Invoked via command line only
static void PerformHeadlessLinuxBuild()
{
// As a fallback use <project root>/BUILD as output path
var buildPath = Path.Combine(Application.dataPath, "BUILD");
// read in command line arguments e.g. add "-buildPath some/Path" if you want a different output path
var args = Environment.GetCommandLineArgs();
for (var i = 0; i < args.Length; i++)
{
if (args[i] == "-buildPath")
{
buildPath = args[i + 1];
}
}
// if the output folder doesn't exist create it now
if (!Directory.Exists(buildPath))
{
Directory.CreateDirectory(buildPath);
}
BuildPipeline.BuildPlayer(
// Simply use the scenes from the build settings
// see https://docs.unity3d.com/ScriptReference/EditorBuildSettings-scenes.html
EditorBuildSettings.scenes,
// pass on the output folder
buildPath,
// Build for Linux 64 bit
BuildTarget.StandaloneLinux64,
// Use Headless mode
// see https://docs.unity3d.com/ScriptReference/BuildOptions.EnableHeadlessMode.html
// and make the build fail for any error
// see https://docs.unity3d.com/ScriptReference/BuildOptions.StrictMode.html
BuildOptions.EnableHeadlessMode | BuildOptions.StrictMode
);
}
}
#endif
and then e.g.
~/Unity/Hub/Editor/2019.4.30f1/Editor/Unity -batchmode -nographics -logfile stdout.log -projectPath /path/to/the/project -executeMethod ScriptedBuilds.PerformHeadlessLinuxBuild -quit
or with a custom build output path
~/Unity/Hub/Editor/2019.4.30f1/Editor/Unity -batchmode -nographics -logfile stdout.log -projectPath /path/to/the/project -buildPath path/to/build/destination -executeMethod ScriptedBuilds.PerformHeadlessLinuxBuild -quit
Maybe you could try to add the #define UNITY_SERVER directive to the top of your script. This will enable the server build and disable visual elements see 'Server Build' option in the 'Platform list' table
I'm trying to start a process from unity. It should sync the streaming assets folder with a folder present in an http server.
Everything works well but it creates a streaming assets folder outside the "projectName_Data" folder.
I'm using this script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class refreshVideo : MonoBehaviour {
public string processName;
public void startRefresh(string ipServer)
{
// Create a process
System.Diagnostics.Process process = new System.Diagnostics.Process();
// Set the StartInfo of process
process.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Normal;
process.StartInfo.FileName = Application.dataPath + "/" + processName;
process.StartInfo.Arguments = ipServer;
path = Application.dataPath;
// Start the process
process.Start();
process.WaitForExit();
}
}
The process is inside the dataPath and if I start it manually it sync the streaming assets folder without problems. If unity starts it, it seams to start it from outside the dataPath.
Can I tell to Unity to open the exteral exe from the dataPath folder?
I've been struggling to deploy my shiny app using the tesseractpackage. It seems that it can't 'reach' the downloaded languages. In my case: English and Dutch.
When setting up the language, the resulting object should 'point' to a path. That's the part where shiny can't open the connection.
Any help would be much appriciated!
Kind regards, R
Below I've copied the error message and the relevant code.
This is the error message I get after deployment:
Warning in file(con, "wb") :
cannot open file '/usr/share/tesseract-ocr/tessdata/nld.traineddata': Permission denied
Error in value[3L] : cannot open the connection
Calls: local ... tryCatch -> tryCatchList -> tryCatchOne ->
Execution halted
This is my code
#loading software requirement
library(tesseract)
#download language (dutch)
tesseract_download('nld')
tesseract_download('eng')
#set language parameters for later use.
dutch <- tesseract('nld')
english <- tesseract('eng')
I've managed to get it working myself. The key was taking the following steps:
Creating a subdirectory (of folder) which is called 'tessdata'. This subdirecty is the directory you can download the languages in and 'set' the languages.
When deploying your app, you have to deploy this tessdata-subdirectory as well. So in the deployement prompt, you 'tick' the boxes of this folder as well.
Then make sure the tesseract engine points at the following path:
Screenshot of how to upload the tessdata-folder along with the app
enter image description here
Please see the code below
#loading software requirementlibrary(tesseract)
#Make sure the tesseract package is 'pointing' at the right 'parent directory'
#which is in this case the path your shiny app is working from.
#That's why you need the dot ("."). Which is in essence the workdir.
Sys.setenv(TESSDAT_PREFIX = ".")
#so combining the workdir and the pre-installed folder 'tessdata'
path <- paste0(getwd(), '/tessdata')
#use this path for downloading
#download languages (dutch and english)
tesseract_download('nld', datapath = path)
tesseract_download('eng', datapath = path)
#set language parameters for later use, using the same path
dutch <- tesseract('nld', datapath = path)
english <- tesseract('eng', datapath = path)
How to create new file in a user directory on NetBeans Platform application? I used:
System.getProperty("netbeans.user", "user.home") + "/myfile");
But the NB IDE 7.1.1 told me that it is depreceated and I should use InstalledFile Locator instead. Ok, I tried this:
File file = InstalledFileLocator.getDefault().locate("myfile", null, false);
It works fine, if the file already exists. I cannot see any way, how to create new with the InstalledFileLocator. But the javadoc say, this method allows to get folder. So I tried this:
File file = InstalledFileLocator.getDefault().locate("myfile", null, false);
if (file == null) {
file = new File(InstalledFileLocator.getDefault().locate("", null, false), "myfile");
}
Again without success, the method locate now fails that it can't find anything (the "/" is forbidden and does not work too).
So my question is, how to corectly load in my NetBeans Platform application an existing file in the user directory (it is for writing also, so it should not be in the program directory) and if it does not exist, create it?
You could use Places.getUserDirectory().
File file = InstalledFileLocator.getDefault().locate("myfile", null, false);
if (file == null)
{
file = new File(Places.getUserDirectory() + File. separator + "myfile");
}
From the netbeans platform docs InstalledFileLocator should not be used to find resources on the system filesystem. To find data in the system filesystem, use the Filesystems API. Ex:
FileObject fo = FileUtil.getConfigFile(myfile);
if (fo == null) {
fo = FileUtil.getConfigRoot().createData(myFile,ext);
}
Probably the easiest thing you can do is to include a simple empty file (say "here.txt") in your module that will be installed in the user directory automatically. You can see an example of this here (see the section "Lessons learned: bundling files with your NetBeans modules").
Basically you include the file in the "release/modules/ext/here.txt" directory of your module.
When the module is installed the platform will install the 'here.txt' file included in your module in the user directory automatically for you, so you don't have to worry about this.
Once your module is installed an running you want to locate the file like this:
File hereTXT = InstalledFileLocator.getDefault()
.locate("modules/ext/here.txt",
"a.b.c",
false);
(Where "a.b.c" is your module identifier.)
And then from that 'hereTXT' file you can get the directory with 'hereTXT.getParent()', and you're all set.