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Question Generating and Accessing CSV Files in Unity Mobile

Discussion in 'Scripting' started by jihunS, Oct 6, 2023 at 3:00 AM.

  1. jihunS

    jihunS

    Joined:
    Oct 7, 2021
    Posts:
    1
    Hello,

    I am a beginner Unity developer working on mobile AR content using Unity Pro.

    Here's an overview of the content I am currently developing:

    1. Creating a number pad using AR Foundation (Completed)
    2. Storing numbers entered via the number pad within the content (Completed)
    3. Generating a CSV file to store the data
    4. Transmitting the CSV file externally

    I am currently facing an issue with step 3.

    I have confirmed that CSV file generation is working correctly within the Unity program. However, when transitioning to mobile and creating the number pad there, I couldn't find a way to verify whether the data is being correctly saved and if the CSV file is being retained on the mobile device.

    Even after checking the "My Files" on the mobile device, I couldn't find the file.

    I would greatly appreciate any advice or guidance on how to proceed or any potential solutions.

    In summary:

    1. How to generate CSV files in a mobile content created with Unity.
    2. How to confirm the existence of CSV files generated on a mobile device.

    Thank you.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,283
    Generating CSV data is easy... it's just formatted output. You can do it with some System.String.Format() calls.

    Writing data to disk is easy, and on mobile there are specific paths to follow such as Application.persistentDataPath. See the docs for how to use that path properly.

    If any of that isn't working. then it is...

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.