I'm storing materials paths in .plist in Unity and rendering them in my objects at runtime. Code looks like this:
public static Dictionary<string, object> uiElements = (Dictionary<string, object>)Plist.readPlist("Assets/EditUI.plist");
foreach (string key in User.purchasedItems.Keys)
{
GameObject tmpObj = (GameObject)Instantiate(Resources.Load(key) ,position ,Quaternion.identity);
tmpObj.transform.localScale = Vector3.one;
tmpObj.SetActive(true);
}
It's working fine in Unity editor, but when I made iOS build (Xcode project), nothing is being loaded. Everything is empty. I couldn't figure out whether the problem is with plist path or loading on runtime. Something related to custom plist is also posted here with no solution:
http://answers.unity3d.com/questions/468667/custom-plist-file-not-added-to-ios-project.html
You'll need to use Unity's iOS Scripting API to add the file to the Xcode project. Create a PostProcessBuild
script that does something like this:
[PostProcessBuild]
public static void OnPostProcessBuild(BuildTarget buildTarget, string path)
{
// Go get pbxproj file
string projPath = path + "/Unity-iPhone.xcodeproj/project.pbxproj";
// PBXProject class represents a project build settings file,
// here is how to read that in.
PBXProject proj = new PBXProject ();
proj.ReadFromFile (projPath);
// This is the Xcode target in the generated project
string target = proj.TargetGuidByName ("Unity-iPhone");
// Copy plist from the project folder to the build folder
FileUtil.CopyFileOrDirectory ("Assets/EditUI.plist", path + "/EditUI.plist");
proj.AddFileToBuild (target, proj.AddFile("EditUI.plist", "EditUI.plist"));
// Write PBXProject object back to the file
proj.WriteToFile (projPath);
}
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