Transform phosphate ;. Destroy child. ToString ;. ASCII ;. Log Application. ReadLine ;. Close ;. Joined: Nov 10, Posts: Get url. Send ;. Log www. WriteAllText savePath, www. Joined: Aug 3, Posts: 8, I can do it with one file by this code: Code CSharp :. StartCoroutine DownloadFile ;. IEnumerator DownloadFile. Combine Application. StartCoroutine ShowDownloadProgress uwr ;.
SendWebRequest ;. LogError uwr. Log string. Improve this question. Sharafiq Sharif Sharafiq Sharif 11 1 1 silver badge 2 2 bronze badges. Would you not be tracking uwr. This post might be able to help you stackoverflow. BugFinder I want tracking the download progress but my code not work. As I said it should be uwr. Add a comment. Active Oldest Votes. Instead of yield return StartCoroutine DownloadProgress operation ; the proper way of yield ing an IEnumerator is simply yield return DownloadProgress operation ; However why not simply do it directly in the same Coroutine?
Improve this answer. I tried above way, But still not able to get percentage in my android device downloadProgress is always return 0 , However in my windows editor above code is working fine.
If there is any otherway then please guide me — Mayur Asodariya. I found that the issues was from server side and now I able to get float number by downloadprogress. But most of the time, working with web requests involves parsing JSON. NET package. The easiest way to do this is through the Asset Store. Simply search for json. Now, we are able to serialize JSON strings returned from servers into objects to use in our code.
Save your NetworkManager. Each section below will outline how to do exactly that with Unity. Afterwards, click on the button object and add a new click listener, then drag in the Network Manager and select the DownloadImage method to run on click. Next, drag the image onto your Network Manager in the Image reference field we set up above. Now, click Play and click your newly created button.
The image should update with the one you chose to download. One thing to note, we need to specify the type of audio file to the GetAudioClip method. Follow the same process as for the image. Lastly, click on your NetworkManager and add an AudioSource component.
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