I’m having trouble loading the cloud manifest JSON for our game. It is a bit hard to debug, but I also don’t understand this line in the example code:
Resources.Load("UnityCloudBuildManifest.json");
And that doesn’t work if I replicate a json file in the correct folder (Assets/UnityCloud/Resources) locally. What does work locally is using:
Resources.Load("UnityCloudBuildManifest");
But that doesn’t seem to yield any results when in builds from the cloud builder.
Any suggestions how I can make this work?
Hi @hessel_mm ,
Thanks for posting this. Your first Resources.Load example (with .json) is correct - the file created by Unity Cloud Build is called UnityCloudBuildManifest.json.txt but the “.txt” is ignored by Unity when using Load().
A few other things to try:
- Make sure to remove your sample file before building, if the file is there it might interfere with the dynamically created manifest file.
Let us know how it goes! If you need to, you can file a support ticket at Unity ID
Just had the same issue as OP.
Placed a UnityCloudBuildManifest.json in Assets/UnityCloud/Resources and tried loading the file by Resources.Load("UnityCloudBuildManifest.json")
but got null.
Resources.Load("UnityCloudBuildManifest")
did work but apparently that is not the way it should be done.
Renaming my file to UnityCloudBuildManifest.json.txt seems to fix it as
Resources.Load("UnityCloudBuildManifest.json")
now works.
It would be cool if it was added to the Unity Cloud docs that if you want to mock up the manifest you had to do it this way and maybe even provided a downloadable mockup-file.
Cheers.
Hi @mollermanden - yeah, that is a good point. We’ll add that to the documentation soon. Appreciate the feedback!
Hi, if you have problems with Manifest files look up my example here. Please let me know in the thread if you need more details or other approaches to load the manifest file.