全部都是路径惹的祸
读取 windows D: 盘下的 test.txt 文件,
编辑器里运行,console上可以查看:
windows上 路径 / 要写成 \\ 写一个也不行,可能会被转义,反正也无法读取内容
- string windowsUrl = "file://D:\\test.txt";
- WWW w = new WWW(windowsUrl);
- yield return w;
- if (w.isDone)
- {
- Debug.Log("读取 D:盘 test文件 ==== "+w.text);
- }

Androud相关的各大论坛相关文章很多,但是说的都不太清楚,所以特此记录。
log中 我打印了 Unity里面的路径,Androd上需要注意的也是 路径上的统一:
Android上获取Api提供的路径:
- Log.e(TAG, "onCreate: packageName = " + this.getExternalCacheDir());
- Log.e(TAG, "onCreate: packageName = " + this.getExternalFilesDir(""));
- Log.e(TAG, "onCreate: packageName = " + this.getCacheDir());
- Log.e(TAG, "onCreate: packageName = " + this.getPackageName());
- Log.e(TAG, "onCreate: packageName = " + Environment.getDataDirectory());
- Log.e(TAG, "onCreate: packageName = " + Environment.getDataDirectory().getAbsolutePath());
- Log.e(TAG, "onCreate: packageName = " + Environment.getExternalStorageDirectory());
IO方式 加载sdcard上的图片资源
加载的 /storage/emulated/0/ProjectName/Image/avatar/20170523_164417.jpg,
- image = this.GetComponentInChildren<Image>();
- Debug.Log("IO加载用时: image = this.GetComponent<Image> ========== " + image);
- Debug.Log("IO加载: Application.dataPath " + Application.dataPath );
- // Application.dataPath /data/app/com.putao.ptx.core-1/base.apk
- Debug.Log("IO加载: Application.persistentDataPath " + Application.persistentDataPath);
- // Application.persistentDataPath /storage/emulated/0/Android/data/com.putao.ptx.core/files
- Debug.Log("IO加载:GameObject.Find" + GameObject.Find("Canvas/Avator").GetComponent<Image>());
- // /data/user/0/com.putao.paichallenge/cache/20170524_130527.jpg
- // path ======= "/storage/emulated/0/ProjectName/Image/avatar/20170523_164417.jpg"
- FileStream fileStream = new FileStream(path, FileMode.Open, FileAccess.Read);
- fileStream.Seek(0, SeekOrigin.Begin);
- //创建文件长度缓冲区
- byte[] bytes = new byte[fileStream.Length];
- //读取文件
- fileStream.Read(bytes, 0, (int)fileStream.Length);
- //释放文件读取流
- fileStream.Close();
- fileStream.Dispose();
- fileStream = null;
- //创建Texture
- int width = 300;
- int height = 372;
- Texture2D texture = new Texture2D(width, height);
- texture.LoadImage(bytes);
- //创建Sprite
- Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width,texture.height), new Vector2(0.5f, 0.5f));
- image.sprite = sprite;
log上可以看出来 android上 getExternalFilesDir("") 和 Unity里面的Application.persistentDataPath是一致的
WWW方式加载本地图片
url= "file://"+ "/storage/emulated/0/ProjectName/Image/avatar/20170523_164417.jpg"
根本不是加"jar:file://"。。。某些博主根本就不试试么,瞎写。
- public void LoadByWWW(String path)
- {
- StartCoroutine(doLoadByWWW(path));
- }
- IEnumerator doLoadByWWW(String path)
- {
- string url = "file://" + "/storage/emulated/0/PaiChallenge/Image/avatar/20170523_164417.jpg";
- Debug.Log("doLoadByWWW == url ================== " + url);
- WWW w = new WWW(url);
- yield return w;
- if (w.isDone)
- {
- Sprite sprite = Sprite.Create(w.texture, new Rect(0, 0, w.texture.width, w.texture.height), new Vector2(0.5f, 0.5f));
- GameObject.Find("Canvas/Avator").GetComponent<Image>().sprite = sprite;
- }
还有 就是权限问题的添加 :Player settings -- Other settings -- write permission的设置 Sdcard。这个是在Unity编辑器里打包的情况。
如果导出到studio 里面的话,可自行修改Manifest文件。
unity正版软件--官方指定代理广州元易qq微信2853068008
原文链接https://blog.youkuaiyun.com/Silk2018/article/details/72677136