"example.txt");CheckFileExistence();}privatevoidCheckFileExistence(){boolfileExists=File.Exists(filePath);if(fileExists){Debug.Log("文件存在");}else{Debug.Log("文件不存在");}}}
usingUnityEngine;publicclassCheckFileExistence:MonoBehaviour{publicstringfilePath;publicvoidCheckFile(){AndroidJavaObjectfile=newAndroidJavaObject("java.io.File",filePath);boolfileExists=file.Call<bool>("exists");if(fileExists){Debug.Log("File exists!");}else{Debug.Log("File does not exist!");}}} ...
private void CheckConfigFile() { if (!File.Exists(iniPath)) { throw (new FileNotFoundException(string.Format("配置文件 {0} 不存在", iniPath))); } } } 在另一个一中创建一个ConfigInfo类型的变量 1 2 3 4 5 6 7 8 9 10 public class PhotoWallCtrl : MonoBehaviour { public ConfigInfo ...
File apkFile = new File(apkPath);if (apkFile.exists()) { Intent intent = new Intent(Intent.ACTION_VIEW);if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) { intent.setFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION);Uri contentUri = FileProvider.getUriForFile(UnityPlayer.currentActivity, ...
The url is the location of the AssetBundle file, usually a server on the Internet. The version number allows the developer to associate a number to the AssetBundle when written to the cache in disk. When downloading an AssetBundle Unity will check if the file already exists in the cache. ...
{// we check if we are connected or not, we join if we are , else we initiate the connection to the server.if(PhotonNetwork.IsConnected){// #Critical we need at this point to attempt joining a Random Room. If it fails, we'll get notified in OnJoinRandomFailed() and we'll ...
{if(!Directory.Exists(path)) {return; }string[] allFiles =GetAllChildFiles(path, suffix, option);for(inti =0; i < allFiles.Length; i++) {stringfile =allFiles[i];if(file.EndsWith(".meta") || file.EndsWith("txt")) {continue; ...
If you compare a destroyed MonoBehaviour or ScriptableObject against null, the operators return true when the managed object still exists and hasn’t yet been garbage collected.Because you can’t overload the ?? and ?. operators, they aren’t compatible with objects that derive from UnityEngine...
UniTask bypasses SynchronizationContext(and ExecutionContext) so it does not use it but if exists in async Task, still used it. UniTaskSynchronizationContext is a replacement of UnitySynchronizationContext which is better for performance.public class SyncContextInjecter { [RuntimeInitializeOnLoadMethod(...
A few months ago we took on the challenge of building a version of Ubuntu for the dual-boot, instant-on market. We wanted to be surfing the web in under 10 seconds, and give people a fantastic web experience. We also wanted it to be possible to upgrade f