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Running Camera roll from unity app

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In an app we're currently working on porting to IOS, we want to save a screenshot and then allow the user to immediately view the saved screenshot. In Android/Windows this works by simply using Application.openURL(...), yet in IOS this doesn't appear to be doing anything (we're using a 3rd party plugin that saves the image and then runs a callback with the saved file path) This is the code that functions as expected on the Windows version of the Unity editor and Android (opening the file in photo viewer/gallery once the function is called): public void openFile() { if (Application.platform == RuntimePlatform.Android) //open the file on android { string tgt = fileToOpen.Trim('/'); Debug.Log("Opening " + tgt); Application.OpenURL(tgt); } else //open the file in the editor (only functions in windows) { string tgt = "file://" + fileToOpen.Trim('/'); Debug.Log("Opening " + tgt); Application.OpenURL(tgt); } } FileToOpen is constructed like this: Application.PersistentDataPath+"/"+albumname+"/"+filename+".png" We've also noticed that IOS claims the fileToOpen path is: /Users/[username]/Library/Application Support/[company name]/[project name]/[albumname]/[filename].png Yet the file is saved to /Users/[username]/[project name]/[albumname]/[filename].png (Note that /Users/[username]/[project name] is the source code path for the project, and the paths are correct on Windows and Android) TL;DR: I save a .png file to the Camera Roll in iOS. Then when I ask it to open this .png file, nothing happens. I want to open the Camera Roll and view this file, not in my app but in the iOS Camera Roll app.

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