Post by westingtyler on Jun 7, 2020 23:09:19 GMT
I built my game in unity, and the build runs fine on my computer. Then I dropped the final build folder onto someone else's computer and tried to run it. In the development console I get this error for each sql .bytes database file (like 27):
Failed to open database at the working path: C:/Users/Administrator/AppData/LocalLow/LCS/NotSS\west_data_persistent\shf\VignettesRegistry.bytes
UnityEngine.Debug:LogError(Object)
SimpleSQL.SimpleSQLManager:Initialize(Boolean)
SimpleSQL.SimpleSQLManager:Awake()
Here's how I have it set up in my unity project.
upon running the game, the build will create the "/LCS/NotSS/" folders inside LocalLow, but will go no further in creating the needed sql folder and files.
Can I just get a confirmation about where these original files need to be located in the build, in order for them to get properly copied over?
Do the SQL files need to be in Streaming Assets/west_data_persistent\shf\ in this case, and it will know to copy them to the LocalLow folder on players' computers?
I tried moving my project's sql files into the Streaming Assets folder with a similar path, but now the SimpleSQL manager script won't accept the sql files as the database files, as seen here. Reimporting the SQL files did not fix this, so now I can't even playtest. The file extensions say .bytes in the file name.
So then I moved the SQLs folder back OUT of Streaming Assets in my project folder in Unity, and they changed back to files that work in the manager script and "reconnected" themselves in the editor. I am not sure what I need to do.
UPDATE: I made a test database file in a test sql manager script on a test object and deleted the "override base path" string, and it DID work - it copied that .bytes file to the needed folder. so it seems the override base path option doesn't work. unless I originally formatted the string wrong?
it seems everything works if the entire folder structure exists already (but then why does it create the first two folders, but no deeper?). but the whole point is that these folders and files should be created/copied over at startup if they don't exist. I don't see a lot of Steam games where it's like "hey, before you run the game, be sure to go into your LocalLow folder and create a folder structure EXACTLY named this "C:/Users/Administrator/AppData/LocalLow/LCS/NotSS\west_data_persistent\shf\"
or the game won't run thanks!".
What am I doing wrong here?
Failed to open database at the working path: C:/Users/Administrator/AppData/LocalLow/LCS/NotSS\west_data_persistent\shf\VignettesRegistry.bytes
UnityEngine.Debug:LogError(Object)
SimpleSQL.SimpleSQLManager:Initialize(Boolean)
SimpleSQL.SimpleSQLManager:Awake()
Here's how I have it set up in my unity project.
upon running the game, the build will create the "/LCS/NotSS/" folders inside LocalLow, but will go no further in creating the needed sql folder and files.
Can I just get a confirmation about where these original files need to be located in the build, in order for them to get properly copied over?
Do the SQL files need to be in Streaming Assets/west_data_persistent\shf\ in this case, and it will know to copy them to the LocalLow folder on players' computers?
I tried moving my project's sql files into the Streaming Assets folder with a similar path, but now the SimpleSQL manager script won't accept the sql files as the database files, as seen here. Reimporting the SQL files did not fix this, so now I can't even playtest. The file extensions say .bytes in the file name.
So then I moved the SQLs folder back OUT of Streaming Assets in my project folder in Unity, and they changed back to files that work in the manager script and "reconnected" themselves in the editor. I am not sure what I need to do.
UPDATE: I made a test database file in a test sql manager script on a test object and deleted the "override base path" string, and it DID work - it copied that .bytes file to the needed folder. so it seems the override base path option doesn't work. unless I originally formatted the string wrong?
it seems everything works if the entire folder structure exists already (but then why does it create the first two folders, but no deeper?). but the whole point is that these folders and files should be created/copied over at startup if they don't exist. I don't see a lot of Steam games where it's like "hey, before you run the game, be sure to go into your LocalLow folder and create a folder structure EXACTLY named this "C:/Users/Administrator/AppData/LocalLow/LCS/NotSS\west_data_persistent\shf\"
or the game won't run thanks!".
What am I doing wrong here?