If you wish to obtain parameters from FlashVars, you have to create a LoaderInfo object in Actionscript and access its property "parameters", which is an object that contains name-value pairs representing the parameters provided to the loaded SWF file.
Create a folder inside Assets called "ActionScript". Now create an empty textfile called "FlashVars.as" inside this folder, and insert the following code.
package { import com.unity.UnityNative; import flash.display.LoaderInfo; public class FlashVars { public static function Join(delimiter: String): String { var parameters: Object = LoaderInfo(UnityNative.stage.loaderInfo).parameters; var text: String = ""; for (var key: String in parameters) text += (text.length ? delimiter : "") + key + "=" + parameters[key]; return text; } } }
This Actionscript function will obtain the FlashVars and concatenate the name-value pairs into a string that can be passed to Unity. Call the function and parse the returned list of parameters in a table.
string parameters; Dictionary<string,string> paramTable; parameters = UnityEngine.Flash.ActionScript.Expression<string>("FlashVars.Join('|')"); string[] list = parameters.Split('|'); paramTable = new Dictionary<string, string>(); foreach (string parameter in list) { string key = parameter.Substring(0, parameter.IndexOf('=')); string val = parameter.Substring(parameter.IndexOf('=') + 1); paramTable.Add(key, val); }
The parameters string and parameters table are defined first. The table is a dictionary of string keys and values that will contain the FlashVars. Then the Actionscript function is called, and the name-value pairs are extracted from parameters and added to the table. Now you can read the parameters in you application. In the following example some values are shown and a given scene will be loaded as defined in FlashVars.
void OnGUI () { GUILayout.Label(" FlashVars = " + parameters); GUILayout.Label(" unitydebug = " + paramTable["unitydebug"]); GUILayout.Label(" deeptrace = " + paramTable["deeptrace"]); if (GUILayout.Button("Click here to load " + paramTable["scene"])) Application.LoadLevel(paramTable["scene"]); }
Build the project for the first time to generate an HTML file, and edit its FlashVars for IE and other browsers (two different lines).
<param name="flashvars" value="unitydebug=false&deeptrace=false&scene=Scene1" />
Finally open the HTML file in a browser to run the project.
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Page last updated: 2013-02-05