I am attempting to use a WebGL build of a Unity project to download a file that can be passed to other people and then reloaded.
This file, so far, has been created in editor builds using a pretty well documented approach with a custom serialized struct that holds the data to be saved, the system.io filestream, and the BinaryFormatter.Serialize and Deserialize commands. A file created in this way can be used by my current WebGL build load up the proper data. What I am having trouble with is writing this file with WebGL, as the same methods write it to an apparently undownloadable part of an IndexedDB, even with the proper index.
Is there a good way to attempt this? I have tried several, but none seem to work properly so I would like to put this out there as a general question. If you are interested in my attempts, I can post the code here as well.
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