Created
October 7, 2024 19:09
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Unity3D streaming assets path for several platforms
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using UnityEngine; | |
// @kurtdekker | |
public static class StreamingAssetsPath | |
{ | |
public static string StreamingAssetPathForWWW() | |
{ | |
#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN | |
return "file://" + Application.dataPath + "/StreamingAssets/"; | |
#endif | |
#if UNITY_ANDROID | |
return "jar:file://" + Application.dataPath + "!/assets/"; | |
#endif | |
#if UNITY_IOS | |
return "file://" + Application.dataPath + "/Raw/"; | |
#endif | |
throw new System.NotImplementedException( "Check the ifdefs above."); | |
} | |
public static string StreamingAssetPathForFileOpen() | |
{ | |
#if !UNITY_EDITOR && UNITY_ANDROID | |
throw new System.NotImplementedException( "You cannot open files on Android. Must use WWW"); | |
#endif | |
Debug.Log( "Application.streamingAssetsPath:" + Application.streamingAssetsPath); | |
return Application.streamingAssetsPath + "/"; | |
} | |
public static string GetPlatformPathPrefix() | |
{ | |
// When building asset bundles Unity names the BundleManifest | |
// the same as the final chunk in the directory path. | |
#if UNITY_EDITOR || UNITY_STANDALONE_OSX | |
return "StandaloneOSXIntel64"; | |
#elif UNITY_IPHONE | |
return "iOS"; | |
#elif UNITY_ANDROID | |
return "Android"; | |
#endif | |
throw new System.NotImplementedException( "Check the ifdefs above."); | |
} | |
} |
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