Android and WebGL discussion
Posted: Mon Feb 22, 2021 10:30 am
So, recently got mad at having Daggerfall on Android without DosBox,
made a fork here:
I had to configure the project to have android builds, deal with Addressable package and so on, but biggest issues are Paths:
Android builds are stored in APKs, and streamingAssetsPath is just a URL of this form:
And cannot be opened with standard System.IO utilities, this is trivial, made the singleton to deal with, it extracts APKs to storage when a DaggerFall folder is not present, and provides paths, yet to be discussed, if ever this game should be officially ported to Android:
A project-fit virtual filesystem library could be made, and may even be a better solution than the Singleton.
BE SMART, BUILD IT BY YOURSELF, DISTRUST ANY UNOFFICIAL BUILD
made a fork here:
Code: Select all
https://github.com/marcospampi/daggerfall-unity/tree/android
Android builds are stored in APKs, and streamingAssetsPath is just a URL of this form:
Code: Select all
jar:file://app/banana.apk/assets!
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DaggerfallWorkshop.Paths
- Package naming and stuff alike must be discussed, or dictated
- A zip library is needed nonethless, had some issues with, as there's no official package for this version of Unity
- Touch screen is a new thing to deal with, yet no issues with gamepads
A project-fit virtual filesystem library could be made, and may even be a better solution than the Singleton.
Issue to deal with before building:Post Scriptum 'cos I forgot:
Things ain't working:Apart from Addressables being jerky, the game just works as usual
- Vulkan build for Android
- IL2CPP build for Android
- Fix your Addressables:
Spoiler!
BE SMART, BUILD IT BY YOURSELF, DISTRUST ANY UNOFFICIAL BUILD