![]() More.įindAndExecute (int channelID, uint objID, string funcName, params object parameters)ĭecodeUID (uint uid, out uint objID, out byte rfcID)ĭecode object ID and RFC IDs encoded in a single UINT. It's unlikely that you will need to call this function yourself. More.įindAndExecute (int channelID, uint objID, byte funcID, params object parameters) Retrieve the Tasharen Network Object by ID. Only the object's owner can perform this action. Remove a previously saved remote function call. More.īroadcastToLAN (int port, string rfcName, params object objs) SendQuickly (string rfcName, Player target, params object objs)īroadcastToLAN (int port, byte rfcID, params object objs) ![]() SendQuickly (byte rfcID, Player target, params object objs) SendQuickly (string rfcName, Target target, params object objs) Send a remote function call via UDP (if possible). SendQuickly (byte rfcID, Target target, params object objs) Send (string rfcName, int playerID, params object objs) Send (byte rfcID, int playerID, params object objs) Send (string rfcName, Player target, params object objs) Send (byte rfcID, Player target, params object objs) Send (string rfcName, string targetName, params object objs) Send (string rfcName, Target target, params object objs) Note that you should not use this version of the function if you care about performance (as it's much slower than others), or if players can have duplicate names, as only one of them will actually receive this message. Send (byte rfcID, string targetName, params object objs) Send (byte rfcID, Target target, params object objs) Invoke the function specified by the function name. More.Įxecute (string funcName, params object parameters) More.Įxecute (byte funcID, params object parameters) Register the network object with the lists. More.ĭestroySelf (float delay, bool onlyIfOwner=true) Warning: copy(images/76561198086846783-Fraccas-au.jpg): failed to open stream: No such file or directory in /hermes/walnaweb05a/b2967/moo.devfraccascom/roastparty/database/storeImage.Destroy this game object on all connected clients and remove it from the server. I added "ini_set('display_errors',1) " to PHP and I'm getting this message now in Unity. StartCoroutine(SendFile(bytes, FileBrowser.Result)) Ī custom unity plugin is being used to grab the photo data. Contrary to File.ReadAllBytes, this function works on Android 10 , as wellīyte bytes = FileBrowserHelpers.ReadBytesFromFile(FileBrowser.Result) If a file was chosen, read its bytes via FileBrowserHelpers ![]() and the path to the selected file (FileBrowser.Result) (null, if FileBrowser.Success is false)ĭebug.Log(FileBrowser.Success " " FileBrowser.Result) Print whether a file is chosen (FileBrowser.Success) Yield return FileBrowser.WaitForLoadDialog(false, null, "Roast Party: Load Image", "Load Image") Load file/folder: file, Initial path: default (Documents), Title: "Load File", submit button text: "Load" Show a load file dialog and wait for a response from user StartCoroutine(ShowLoadDialogCoroutine()) false, null, "Roast Party: Select Image", "Select") This was quite simple when submitting the photo from a form within a PHP page.Īnyone have any advice on how to store the image to the server?Īdditional Code (Grabbing Photo Data in C# Unity): public void DirectImageFolder()įileBrowser.SetFilters(true, new FileBrowser.Filter("Images", ".jpg", ".png")) įileBrowser.SetExcludedExtensions(".lnk", ".tmp", ".zip", ".rar", ".exe") įileBrowser.AddQuickLink("Users", "C:\\Users", null) I've also experimented with using base64 but I'm having issues sending the photo using base64 from within the C# script in Unity. I've played around with copy and move_uploaded_file. If (move_uploaded_file($_FILES, $target)) echo 'MOVED FILE!' If (copy($_FILES), $target) echo 'MOVED FILE!' file_put_contents($target, file_get_contents($_FILES)) $base64decodedString = base64_decode(urldecode($_FILES)) The code above works as expected, and anything I echo from PHP is logged within the Unity game using "Debug.Log(in the code above. Using (UnityWebRequest www = UnityWebRequest.Post("", form)) ![]() String filepathname = Data_Manager.steamID "-" Data_Manager.steamName "-" filename įorm.AddBinaryData("userImage", imageData, filepathname, "image/png") įorm.AddField("steamID", Data_Manager.steamID) įorm.AddField("steamName", Data_Manager.steamName) String filename = Path.GetFileName(path) However, I'm failing to actually store the photo on the server.Ĭ# Unity Code IEnumerator SendFile(byte imageData, string path) I can successfully send the photo from Unity, and the PHP script is getting information about the photo (filename, size, tmp_name). My goal is to store the file path within a database and store the actual image on the server within a subdirectory. I'm currently working on a Unity Game Engine project in which I send a photo from the user's local computer within the game to a web server using PHP.
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