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In my game, I have an arbitrary number of XML files that are used to load in map data and populate the map. Additionally, I want to automatically save to XML changes that players make to the map. I currently have this working in the editor mode, but I can't get it to work in the standalone version. The way I am saving and loading XML currently is using the System.Xml method. Here's a sample of my code:
This is functional and works well for me. Looking around, I saw that in standalone versions you might have to use the Resources folders and Resources.Load, but doing so only gives me a TextAsset, which I am unable to convert into the StreamWriter/TextWriter format I'd like to use if at all possible. Also, in my searches around I was only able to find people discussing loading XML data, but I need to ensure I can save data as well. Hopefully some kind folks around here can help! Thanks for reading my question.
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This isn't exactly a great "answer" to the question as much as a workaround, but here's what I've found:
So the workaround I'm using now is this:
I've found that it works in this way, even if it's not the most ideal solution. I'd still be happy to hear other suggestions.
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System.Xml (and http://System.IO) should work in a standalone build. Note that when you create a build, only files referenced by your scene will be included in the data for the build, plus any files under a "Resources" folder. This is potentially why you can't load the data in a standalone build -- it may not be there. Determine where Application.dataPath points to in your standalone build, and see what files are present. (For reading you could use TextAsset.text, and open it with a StringReader, but that doesn't solve your saving problem.)