Author Archives: Matt

Reading Text Data Into A Unity Game

Unity’s rapid edit-compile-test cycle encourages developers to build game levels interactively in the editor. Game parameters are often saved directly in the scene, or on prefabs. However, sometimes it makes sense to read that data from a file at run-time.

For example: Pawns puzzles are defined by a simple arrangement of game elements on a grid. By putting this information in a text file, I was able to try changes to the puzzles without leaving the game. Even better, by giving public access to the file I have the option to allow other people to mod the game (i.e. make their own puzzles) even if they don’t have Unity or the Pawns source code!

Below I post the code for the two techniques I used to read text files into Pawns. I also cover some of the differences to be aware of when loading data on different platforms.

Method 1: Read a text file embedded in the game’s resources
The simplest technique is to read a file that Unity has compiled into your game, just as it does for the other game assets like textures, sounds, and models. This is simple because Unity encrypts the file into your game bundle automatically. However the file is not visible to would-be-level editors, so you lose some of the advantages I talked about earlier. But if you want to avoid exposing the file’s contents to the public in a shipping game, this may be just the thing.

Place the textfile (in this example, “puzzles.txt”) in the Resources folder of your Unity project. Unity will automatically package it into your game. To read it, your script just uses Unity’s built-in Resources class:

FileInfo theSourceFile = null;
StringReader reader = null; 

TextAsset puzdata = (TextAsset)Resources.Load("puzzles", typeof(TextAsset));
// puzdata.text is a string containing the whole file. To read it line-by-line:
reader = new StringReader(puzdata.text);
if ( reader == null )
{
   Debug.Log("puzzles.txt not found or not readable");
}
else
{
   // Read each line from the file
   while ( (string txt = reader.ReadLine()) != null )
      Debug.Log("-->" + txt);
}

Method 2: Read unencrypted text file bundled with the game
This example reads text from a file that sits alongside other files of your compiled game. Anyone can see and edit the file, which makes it convenient for making changes without having to rebuild your game. The complication is that you have to remember to include the file with your game, either by manually adding it after every build, or by creating a Unity build post-processing script to do it for you.

The following example reads a file called “puzzles.txt” from the game’s data folder as pointed to by Application.dataPath. This location varies depending on where your game is running:

Where game is running Application.dataPath
In the Unity editor project’s Assets folder
Mac build ‘Contents’ folder in the package (right-click on the game, select “View Package Contents”)
Windows build Data subfolder
iPhone app In app’s writeable Documents directory; see comments below
Webplayer build URL to webplayer’s data folder; use WWW class to access

(Since Application.dataPath returns a URL for webplayers, the following code will probably not work for them. You would have to use the WWW class instead.)

FileInfo theSourceFile = null;
StreamReader reader = null;

theSourceFile = new FileInfo (Application.dataPath + "/puzzles.txt");
if ( theSourceFile != null && theSourceFile.Exists )
   reader = theSourceFile.OpenText();

if ( reader == null )
{
   Debug.Log("puzzles.txt not found or not readable");
}
else
{
// Read each line from the file
   while ( (string txt = reader.ReadLine()) != null )
      Debug.Log("-->" + txt);
}

Method 1+2: Read from plain text file, with fallback to embedded resource
Pawns originally used method 2 exclusively, but since I plan to charge for the full set of puzzles I’d prefer not to have the final puzzle file exposed for all to see. On the other hand, I’d still like to have the ability to try out new puzzles occasionally, or allow others to design puzzles. A simple solution is to first look for the plain text file using method 2; if not found, load the default puzzles embedded in the game resources (method 1.)

In fact, since StringReader (used to read lines from the embedded text resource) and StreamReader (used to read the plain text file) are both subclasses of TextReader, once either file is opened the rest of the code can parse it without caring whether it’s reading from a file or an in-memory string:

FileInfo theSourceFile = null;
TextReader reader = null;  // NOTE: TextReader, superclass of StreamReader and StringReader

// Read from plain text file if it exists
theSourceFile = new FileInfo (Application.dataPath + "/puzzles.txt");
if ( theSourceFile != null && theSourceFile.Exists )
{
   reader = theSourceFile.OpenText();  // returns StreamReader
}
else
{
   // try to read from Resources instead
   TextAsset puzdata = (TextAsset)Resources.Load("puzzles", typeof(TextAsset));
   reader = new StringReader(puzdata.text);  // returns StringReader
}
if ( reader == null )
{
   Debug.Log("puzzles.txt not found or not readable");
}
else
{
   // Read each line from the file/resource
   while ( (string txt = reader.ReadLine()) != null )
   Debug.Log("-->" + txt);
}

Parsing XML in Unity
People often use XML as a convenient text file format, and the Mono libraries contain powerful classes for parsing it. So this would seem to be a natural fit for Unity. But using those functions requires additional Mono libraries to be bundled with your game. You should particularly avoid this when building a webplayer or iPhone app. See the Unity documentation for details.

Fortunately most tasks only require a small subset of the XML standard, so writing or borrowing a simple parser is an alternative. I found some alternatives being discussed in the Unity forums here.

To use the Mono libraries to read and write XML, this article seems to cover the topic nicely.

Accessing text files on the iPhone
As mentioned above, iPhone apps each have a writeable Documents directory. The contents of this directory are preserved when the app is updated. However, that directory starts off empty and there is no way to install a file directly into that directory along with your app. The workaround is for your game to create whatever files it needs the first time it is run.

The following code was posted in the Unity3d forums (and I’ve seen it elsewhere) for finding the location of the writeable Documents directory:

string docsPath = Application.dataPath.Replace("/Data", "/Documents/");

However, I imagine this may change in the future. Application.dataPath is a bit strange with Unity iPhone 1.5.1 in that it does not appear to point directly to a usable directory. To read from the Documents directory you need to use the above code. To read asset bundles you need to replace “Data” with “myappname.app/Data”. If the folks at Unity Technologies ever decide to fix Application.dataPath to point directly to the Data directory in a future release of Unity iPhone, the code for finding the Documents directory would need to be updated. (Or perhaps they will also add a method like Application.documentPath as well.) [3/6/2010: Unity 1.6 for iPhone was just released, and I see in the release notes that they have added the application name to the Data directory, just as I predicted. So the code sample above needs adjusting- the application name will also need to be removed from the path.]

Unity Pro only: asset bundles
Developers of webplayers and online games should also look into asset bundles, a Unity Pro feature that lets you collect game objects into a file ahead of time, and then load them at run time from a local file or from a web server.

Comments and corrections welcome. Did you find an error? Did you have a particularly interesting use for runtime data in your game? I’d be interested to know.

Getting WinMFS to recognize Mac Pro internal SATA drives

I recently “hacked” my TivoHD by copying the internal drive to a larger capacity drive. The larger space is useful, but better yet, I now have the original drive as a backup just in case the one in the Tivo dies. (My old Series 1 Tivo lost a couple of drives over the years.)

There is plenty of information out there on how to do this upgrade, and I am far from expert on it myself, so I won’t go into details except to say that I used WinMFS running on a Mac Pro. The two SATA drives (the one from the Tivo and the new one) were mounted internally.

Which is where I ran into difficulty. WinMFS (running in WinXP under VMWare Fusion) did not recognize the two drives. I even tried booting MFSLive in an Ubuntu VM, but again, no drives. I googled the problem, but the workaround appeared to be to buy a couple of SATA->USB adaptors for the drives.

Eventually I hit upon the obvious (in retrospect) solution, which was to boot directly to Windows using Boot Camp. WinMFS worked like a charm in that configuration.

If someone is aware of a way to get WinMFS or MFSLive to recognize internally mounted Tivo drives under VMWare Fusion, let me know. Otherwise, Mac Pro users should go with adaptors or with Boot Camp.

Housekeeping on old uDevGame entries

I updated the website and contact info in the Readme files for my three old uDevGame contest entries- Black Cube, Asteroid Rally, and WordBeGone.

I considered updating the 3d Brick/Paddle Bash readme’s as well but I don’t currently have a way to recreate the old binhexed Stuffit archive file format that really old Macs prefer. So I’m leaving well enough alone for now.

Pawns puzzle editor?

Now that the dust has settled down on the new website I can finally get back to developing Pawns. I recently reached the milestone of 50 puzzles (including the 9 tutorial puzzles), my original target goal.

For fun I made a private build of Pawns which allows puzzles to be defined in a text file. I gave this to a friend of mine, who soon designed two fun new puzzles of his own, the first ever Pawns puzzles not designed by me. Here’s a screenshot:
The first 3rd-party puzzle for Pawns

I’m delighted by this, but it presents me with a dilemma. It would be fun to create an editor for the puzzles and see what people come up with, but it would be a lot of work to support it. For starters, the Pawns engine will run most puzzles I throw at it, but certain complex situations confuse it. This is easily avoided when I design puzzles, but to support arbitrary puzzles from other people I’d have to rewrite the game innards. That’s on top of the effort to create a bulletproof editor, and a way to trade or submit puzzles.

Something you hear a lot these days is how fostering communities will make or break your game. And it’s true, some games take on a life of their own when the players are given the tools to extend them. I suspect Pawns is not one of those games. However, if you are someone who loves Pawns and want to try making puzzles for it, let me know.

New website

Welcome to MindTheCube’s new website! In addition to a nicer appearance, it now includes a blog, RSS news feed, and a Contact page for reaching me. (Speaking of which: if you notice something broken or missing in the new website, please let me know!)

News about my games will be shown on the home page and the page of specific games. Occasionally I will also write articles about programming and game development- these will appear solely in the blog section. If you are interested in either of these please subscribe to the news feed to be notified when I post something new.

Enjoy!