Unity - Loading Assets/Audio Clips etc.
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Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 25/100
Research direction
Start with the README's asset-downloading statement and the UnityWebRequest and UnityWebRequestMultimedia approaches named in the issue. Determine whether supported audio loading is intended; done would require a documented example or a clearly stated limitation.
Written by the indexing model from the issue text.
Description
Hi, I've been able to get the library working in a project and can talk with GRPC and download strings and png just fine.
But curious if it can also be used to load Audio Clips or other formats not necessarily asset bundles or addressables.
The readme says:
It can also be used for asset downloading via HTTP/2, providing more functionality to your projects.
Are there examples of doing this, with UnityWebRequest or UnityWebRequestMultimedia etc we can load AudioClip from a URL with an Ogg, Wav, Mp3.
I'm not seeing a way to easily load AudioClip from other formats, whilst using System.Net.Http.HttpClient with this handler and just wondered if there was something I'm missing.
I could cobble something together but wondering if someone knows how to use the built-in internal ways with Unity rather than use third-party decoder/libs such as https://github.com/gindemit/unity-wrapper-vorbis or https://github.com/NVorbis/NVorbis
- Dominant language
- C#
- Stars
- 512
- Forks
- 46
- Avg merge
- 17h 26m
- Merged PRs (30d)
- 6
Getting set up
This project ships no dev container, Dockerfile or contributing guide, so setting up is up to you: start from its README, and see our first-contribution guide for the general steps.
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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