Use case: Replace uploaded file content
You can use the Unity Cloud Assets package to upload new content for a file.
Note
Once a file is uploaded, its content cannot be modified. If you want to change the content of a file, you must:
- Remove all references to this file, effectively deleting it.
- You may upload a new file with the same name.
The SDK supports different workflows for users with different roles.
Organization or Asset Manager Project role | Upload file content |
---|---|
Asset Management Viewer |
no |
Asset Management Consumer |
no |
Asset Management Contributor |
yes |
Organization Owner |
yes |
Before you start
Before you start, you must:
Set up a Unity scene in the Unity Editor with an Organization and Project browser. See Get started with Assets for more information.
Have some assets in the cloud. There are several ways to do so:
- You can create assets through the Get started with Assets.
- You can create assets through the dashboard, see the Managing assets on the dashboard documentation.
You should also have uploaded files to an asset, see the Create files use case.
How do I...?
List the files of an asset
If you have not already done so, you must update the behaviour to get the list of files for an asset.
See the Use case: Update an asset's files documentation for more information.
Replace a file
To replace the content of a file, follow these steps:
- Open the
AssetManagementBehaviour
script you created. - Add the following code to the end of the class:
CancellationTokenSource m_FileUploadCancellationSource;
public async Task ReplaceFileAsync(IFile file, MemoryStream memoryStream)
{
await file.UploadAsync(memoryStream, new LogProgress(file.Descriptor.Path), GetCancellationToken());
}
CancellationToken GetCancellationToken()
{
if (m_FileUploadCancellationSource != null)
{
m_FileUploadCancellationSource.Cancel();
m_FileUploadCancellationSource.Dispose();
}
m_FileUploadCancellationSource = new CancellationTokenSource();
return m_FileUploadCancellationSource.Token;
}
The code snippet does the following:
- Removes the file from each dataset it is referenced in.
- Creates and uploads the file as a new file to one of the datasets.
- Adds a reference to the new file in each dataset the old file was referenced in.
Add the UI for re-uploading file content
To create UI for re-uploading file content, follow these steps:
- In your Unity Project window, go to Assets > Scripts.
- Select and hold the
Assets/Scripts
folder. - Go to Create > C# Script. Name your script
UseCaseFileReuploadExampleUI
. - Open the
UseCaseFileReuploadExampleUI
script you created and replace the contents of the file with the following code sample:
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Unity.Cloud.Assets;
using Unity.Cloud.Common;
using UnityEngine;
public class UseCaseFileReuploadExampleUI : IAssetManagementUI
{
readonly BaseAssetBehaviour m_Behaviour;
public UseCaseFileReuploadExampleUI(BaseAssetBehaviour behaviour)
{
m_Behaviour = behaviour;
}
public void OnGUI() { }
}
- In the same script, replace the
OnGUI
function with the following code:
IAsset m_CurrentAsset;
Dictionary<DatasetId, bool> m_Expanded = new();
public void OnGUI()
{
if (m_Behaviour.CurrentAsset == null) return;
if (m_CurrentAsset != m_Behaviour.CurrentAsset)
{
m_CurrentAsset = m_Behaviour.CurrentAsset;
m_Behaviour.DatasetFiles.Clear();
_ = m_Behaviour.GetDatasets();
}
if (m_Behaviour.Datasets == null)
{
GUILayout.Label("Loading datasets...");
return;
}
GUILayout.BeginVertical();
if (GUILayout.Button("Refresh", GUILayout.Width(60)))
{
_ = m_Behaviour.GetDatasets();
}
GUILayout.Space(5f);
DisplayDatasets(m_Behaviour.Datasets.ToArray());
GUILayout.EndVertical();
}
void DisplayDatasets(IReadOnlyCollection<IDataset> datasets)
{
if (datasets.Count == 0)
{
GUILayout.Label("No datasets.");
}
foreach (var dataset in datasets)
{
var datasetId = dataset.Descriptor.DatasetId;
GUILayout.BeginHorizontal();
GUILayout.Label(m_Behaviour.GetDatasetName(datasetId));
var expanded = m_Expanded.GetValueOrDefault(datasetId);
if (GUILayout.Button(expanded ? "-" : "+", GUILayout.Width(20f)))
{
expanded = !expanded;
m_Expanded[datasetId] = expanded;
if (!expanded)
{
m_Behaviour.DatasetFiles.Remove(datasetId);
}
}
GUILayout.EndHorizontal();
if (expanded)
{
GUILayout.BeginHorizontal();
GUILayout.Space(25);
DisplayFiles(datasetId);
GUILayout.EndHorizontal();
}
}
}
void DisplayFiles(DatasetId datasetId)
{
if (!m_Behaviour.DatasetFiles.ContainsKey(datasetId))
{
_ = m_Behaviour.GetFilesAsync(datasetId);
}
var files = m_Behaviour.DatasetFiles.GetValueOrDefault(datasetId);
if (files == null)
{
GUILayout.Label("Loading files...");
return;
}
var enumerable = files.ToArray();
if (!enumerable.Any())
{
GUILayout.Label("No files.");
return;
}
GUILayout.BeginVertical();
foreach (var file in enumerable)
{
GUILayout.BeginHorizontal();
GUILayout.Label($"{file.Descriptor.Path}");
GUILayout.Space(5f);
if (GUILayout.Button("Upload new content", GUILayout.Width(150)))
{
#if UNITY_EDITOR
var path = UnityEditor.EditorUtility.OpenFilePanel("Choose a file to upload.", Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments), "");
if (!string.IsNullOrEmpty(path))
{
var memoryStream = new MemoryStream(File.ReadAllBytes(path));
_ = m_Behaviour.ReplaceFileAsync(file, memoryStream);
}
#else
Debug.Log("Feature only supported in Editor.");
#endif
}
GUI.enabled = true;
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
}
- Open the
AssetManagementUI
script you created and replace the contents of theAwake
function with the following code:
m_UI.Add(new OrganizationSelectionExampleUI(m_Behaviour));
m_UI.Add(new ProjectSelectionExampleUI(m_Behaviour));
m_UI.Add(new AssetSelectionExampleUI(m_Behaviour));
m_UI.Add(new UseCaseFileReuploadExampleUI(m_Behaviour));
The script does the following:
- Displays a text field to enter a path to a file to upload.
- Displays a list of the selected asset's files with a button to replace the file.
- Displays a button to cancel the request once started.