An archive is a generic packaging format which can store any type of file, similar to a .zip file.
Unity loads archives to a mount point within a ContentNamespace. Once Unity mounts the file, your application can access the files inside an Archive through any Unity systems that use Unity’s virtual file system. Use the AsyncReadManager to access the virtual file system directly.
The following example describes how to create an archive with the ContentBuildInterface.ArchiveAndCompress function and mount the archive with the ArchiveFileInterface.MountAsync function. This example produces and archive that uses LZ4 compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary and contains one text file.
using Unity.Collections.LowLevel.Unsafe;
using Unity.Content;
using Unity.IO.Archive;
using Unity.IO.LowLevel.Unsafe;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor.Build.Content;
#endif
public class SampleBehaviour : MonoBehaviour
{
#if UNITY_EDITOR
unsafe void CreateAndMountArchive()
{
// Create the Archive
ResourceFile[] rFiles = new ResourceFile[1];
ResourceFile rf = new ResourceFile();
rf.fileAlias = "file1.txt";
rf.fileName = "Assets/file1.txt";
rFiles[0] = rf;
string archivePath = System.IO.Path.Combine(Application.streamingAssetsPath, "myArchive");
ContentBuildInterface.ArchiveAndCompress(rFiles, archivePath, UnityEngine.BuildCompression.LZ4);
// Mount the Archive
var ns = ContentNamespace.GetOrCreateNamespace("MyNamespace123");
ArchiveHandle ahandle = ArchiveFileInterface.MountAsync(ns, archivePath, "a:");
ahandle.JobHandle.Complete();
string textFilePath = ahandle.GetMountPath() + "file1.txt"; // ns:/MyNamespace123/a:/file1.txt
ReadCommand cmd;
cmd.Size = 1024;
cmd.Buffer = UnsafeUtility.Malloc(cmd.Size, 4, Unity.Collections.Allocator.Temp);
cmd.Offset = 0;
NativeArray<ReadCommand> cmds = new NativeArray<ReadCommand>(1, Allocator.Persistent);
cmds[0] = cmd;
ReadHandle rHandle = AsyncReadManager.Read(textFilePath, (ReadCommand*)cmds.GetUnsafePtr(), 1);
rHandle.JobHandle.Complete();
rHandle.Dispose();
UnsafeUtility.Free(cmd.Buffer, Unity.Collections.Allocator.Temp);
cmds.Dipose():
}
#endif
}
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