I have looked at too many tutorials to list and they all recommend the same thing. However, they have not helped to solve my problem.
I am trying to include in my project an SQLite DB, and when building for PC, MAC & Linux Standalone (testing on a Windows machine), the database works as expected. When testing on an Android device, I get the following errors.
E/Unity: ArgumentException: Invalid ConnectionString format for parameter "/storage/emulated/0/Android/data/com.tbltools.tbl_project/files/TBLDatabase.db"
at Mono.Data.Sqlite.SqliteConnection.ParseConnectionString (System.String connectionString) [0x00000] in <filename unknown>:0
at Mono.Data.Sqlite.SqliteConnection.Open () [0x00000] in <filename unknown>:0
at UIHandler+<RequestAllStudentNames>c__Iterator2.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
I thought that making an amendment to the connectionString should be simple enough, but that hasn't solved my problem. This is what I have so far:
if (Application.platform != RuntimePlatform.Android)
{
// The name of the db.
tblDatabase = "URI=file:" + Application.dataPath + "/TBLDatabase.db"; //returns the complete path to database file exist.
}
else
{
tblDatabase = Application.persistentDataPath + "/TBLDatabase.db";
if (!File.Exists(tblDatabase))
{
// if it doesn't ->
Debug.LogWarning("File \"" + tblDatabase + "\" does not exist. Attempting to create from \"" + Application.dataPath + "!/assets/" + "TBLDatabase.db");
// open StreamingAssets directory and load the db ->
// #if UNITY_ANDROID
var loadDb = new WWW("jar:file://" + Application.dataPath + "!/assets/" + "TBLDatabase.db"); // this is the path to your StreamingAssets in android
while (!loadDb.isDone) { } // CAREFUL here, for safety reasons you shouldn't let this while loop unattended, place a timer and error check
// then save to Application.persistentDataPath
File.WriteAllBytes(tblDatabase, loadDb.bytes);
}
}
//open db connection
var connection = new SqliteConnection(tblDatabase);
connection.Open();
var command = connection.CreateCommand();
I have used adb shell and pulled the DB from my Android device and everything is as expected (the DB does exist and it isn't empty).
I believe I have all the relevant dll files, but if anyone could give me some guidance I would appreciate it.
***************************************************EDIT**********************************************
I have since made the following alterations based on advice given.
I am now calling the following method to start my connection and handle DB requestsStartCoroutine(RunDbCode(dbFileName, jsonStudentID, jsonIndiNames, jsonIndiStudentNumbers));
Then I have the following method:
IEnumerator RunDbCode(string fileName, List jsonStudentID, List jsonIndiNames, List jsonIndiStudentNumbers)
{
//Where to copy the db to
string dbDestination = Path.Combine(Application.persistentDataPath, "data");
dbDestination = Path.Combine(dbDestination, fileName);
//Check if the File do not exist then copy it
if (!File.Exists(dbDestination))
{
//Where the db file is at
string dbStreamingAsset = Path.Combine(Application.streamingAssetsPath, fileName);
byte[] result;
//Read the File from streamingAssets. Use WWW for Android
if (dbStreamingAsset.Contains("://") || dbStreamingAsset.Contains(":///"))
{
WWW www = new WWW(dbStreamingAsset);
yield return www;
result = www.bytes;
}
else
{
result = File.ReadAllBytes(dbStreamingAsset);
}
Debug.Log("Loaded db file");
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(dbDestination)))
{
Directory.CreateDirectory(Path.GetDirectoryName(dbDestination));
}
//Copy the data to the persistentDataPath where the database API can freely access the file
File.WriteAllBytes(dbDestination, result);
Debug.Log("Copied db file");
}
//Now you can do the database operation
//open db connection
var connection = new SqliteConnection(dbDestination);
connection.Open();
var command = connection.CreateCommand();
// Drop the table if it already exists.
command.CommandText = "DROP TABLE IF EXISTS existing_individual;";
command.ExecuteNonQuery();
var sql = "CREATE TABLE existing_individual (studentID VARCHAR(23), fullName VARCHAR(50), studentNumber VARCHAR(20))";
command.CommandText = sql;
command.ExecuteNonQuery();
//Inserting the exisiting student names returned, into the SQLite DB
int count = 0;
foreach (var individuals in jsonStudentID)
{
//looping through the existing students registered for the individual quiz - below has been written to avoid SQL injection
sql = "INSERT INTO existing_individual (studentID, fullName, studentNumber) VALUES (@jsonStudentID, @jsonIndiNames, @jsonIndiStudentNumbers)";
command.Parameters.AddWithValue("@jsonStudentID", jsonStudentID[count]);
command.Parameters.AddWithValue("@jsonIndiNames", jsonIndiNames[count]);
command.Parameters.AddWithValue("@jsonIndiStudentNumbers", jsonIndiStudentNumbers[count]);
command.CommandText = sql;
command.ExecuteNonQuery();
count++;
}
//close the connection
command.Dispose();
command = null;
connection.Close();
connection = null;
}
However, I am still getting the following errors:
06-08 15:26:56.498 16300-16315/? E/Unity: ArgumentException: Invalid ConnectionString format for parameter "/storage/emulated/0/Android/data/com.tbltools.tbl_project/files/data/TBLDatabase.db"
at Mono.Data.Sqlite.SqliteConnection.ParseConnectionString (System.String connectionString) [0x00000] in <filename unknown>:0
at Mono.Data.Sqlite.SqliteConnection.Open () [0x00000] in <filename unknown>:0
at UIHandler+<RunDbCode>c__Iterator3.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
<RequestAllStudentNames>c__Iterator2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: Line: -1)
06-08 15:26:56.502 16300-16315/? E/Unity: ArgumentException: Invalid ConnectionString format for parameter "URI"
at Mono.Data.Sqlite.SqliteConnection.ParseConnectionString (System.String connectionString) [0x00000] in <filename unknown>:0
at Mono.Data.Sqlite.SqliteConnection.Open () [0x00000] in <filename unknown>:0
at UIHandler.CreateIndiButton () [0x00000] in <filename unknown>:0
at UIHandler+<RequestAllStudentNames>c__Iterator2.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
I have also added my database to the 'StreamingAssets' folder as shown in the image below:
Below also shows an image of my plugins folder that holds my dll files.
After downloading and installing it, all you need to do is File -> Open Database , and then browse to your Unity project and select the MyDatabase. sqlite file. If you then choose the Table HitCountTableSimple , the result should look something like this: Go ahead and run your game.
Run your database command on your server with php, perl or whatever language you are comfortable with but this should be done on the server. From Unity, use the WWW or UnityWebRequest class to communicate with that script and then, you will be able to send and receive information from Unity to the server.
For on-device structured storage Sqlite is more than enough. Unity also provides player-prefs. Also you can store other information like saved games, best score, progress etc on persistent storage as a file. If you choose to store data in a file, make sure you encrypt it.
Most tutorials on this topic are outdated.
Looked at the code and found few problems but I can't tell if those are the reason you are getting this error. WWW
should be used in a coroutine function so that you can yield or wait for loadDb.isDone
is finish by adding yield return null
inside the while
loop. You can also yield the WWW
request itself and that's the method I will use in my answer.
Also, jar:file://" + Application.dataPath
is an old code. Use Application.streamingAssetsPath
for that. Furthermore, you don't need "URI=file:" + Application.dataPath
. Just use Application.persistentDataPath
for that.
I will just put an instruction on how to do the setup.
Setting up the MANAGED code part:
1.Go to your Unity installation path
<UnityInstallationDirecory>\Editor\Data\Mono\lib\mono\2.0
Copy the following files:
I18N.MidEast.dll
I18N.Other.dll
I18N.Rare.dll
I18N.West.dll
Mono.Data.Sqlite.dll
Mono.Data.SqliteClient.dll
System.Data.dll
to the project's <ProjectName>\Assets\Plugins
path.
This will allow you to compile API from the Mono.Data.Sqlite
namespace without any error.
Setting up the UNMANAGED code part:
In this step, you will need to get the native Sqlite library. You can get the source code, build it and use it or use already pre-compiled binray.
1.Get the native library for Windows
Download the pre-compiled sqlite3.dll
for Windows 64 bit from here, and put it in the <ProjectName>\Assets\Plugins\x86_64
path.
If using Windows 32 bit then get the sqlite3.dll
version from here and put it in the <ProjectName>\Assets\Plugins\x86
path.
2.Get the native library for Android
Download the pre-compiled libsqlite3.so
for Android ARM processor from
here and put it in the <ProjectName>\Assets\Plugins\Android\libs\armeabi-v7a
path.
Download the pre-compiled libsqlite3.so
for Android Intel x86 processor from
here and put it in the <ProjectName>\Assets\Plugins\Android\libs\x86
path.
This covers most processors used on Android devices.
3.Get the native library for UWP
A.Download the WSA folder then put the WSA folder in the <ProjectName>\Assets\Plugins
path. That folder contains the native part.
B.Create 2 files named "mcs.rsp" and "csc.rsp" in the <ProjectName>\Assets
path.
C.Add the following inside the "mcs.rsp" and "csc.rsp" files:
-r:I18N.MidEast.dll
-r:I18N.Other.dll
-r:I18N.Rare.dll
-r:I18N.West.dll
-r:Mono.Data.Sqlite.dll
-r:Mono.Data.SqliteClient.dll
-r:System.Data.dll
D.You will have to move the managed dlls to the root folder of the project when building for UWP. So, move I18N.MidEast.dll
, I18N.Other.dll
, I18N.Rare.dll
, I18N.West.dll
, Mono.Data.Sqlite.dll
, Mono.Data.SqliteClient.dll
, System.Data.dll
to the <ProjectName>
path not <ProjectName>\Assets\Plugins
path.
4.For iOS, Linux and Mac, it looks like you don't have to download anything else for them or do this step. They usually have the native pre-compiled Sqlite libraries built-in.
Including the Database file in the Build:
1.Create a folder in your <ProjectName>\Assets
folder and name it StreamingAssets. Spelling counts and it's case sensitive.
2.Put the database file (TBLDatabase.db
) in this StreamingAssets folder.
Accessing the Database File after building the project
Sqlite cannot work on files in the StreamingAssets folder in a build since that's a read-only path. Also, Android requires that you use the WWW
API instead of the standard System.IO
API to read from the StreamingAssets folder. You have to copy the db file from Application.streamingAssetsPath/filename.db
to Application.persistentDataPath/filename.db
.
On some platforms, it is required that you create a folder inside Application.persistentDataPath
and save data to that folder instead. Always do that. The folder in the example code below is "data" so that will become Application.persistentDataPath/data/filename.db
.
3.Because of the statement above, check if the database file exist in the
Application.persistentDataPath/data/filename.db
. If it does, use Application.persistentDataPath/data/filename.db
as a path for your database operation. If it doesn't, continue from #4.
4.Read and copy the database file from the StreamingAssets folder to Application.persistentDataPath
On some platforms, it is required that you create a folder inside Application.persistentDataPath
and save data to that folder instead. Always do that. The folder in the example below is "data".
Detect if this is Android and use WWW
read to the file from Application.streamingAssetsPath/filename.db
. Use File.ReadAllBytes
to read it on anything else other than Android. In your example, you used Application.platform
for that. In my example, I will simply check if the path contains "://"
or :///
to do that.
5.Once you read the file, write the data you just read to Application.persistentDataPath/data/filename.db
with File.WriteAllBytes
. Now, you can use this path for your database operation.
6.Prefix "URI=file:"
to the Application.persistentDataPath/data/filename.db
path and that's the path for that should be used in your database operation with the Sqlite API.
It's very important that you understand all these in order to fix it when something changes but I've already done step #3 to #6 below.
IEnumerator RunDbCode(string fileName)
{
//Where to copy the db to
string dbDestination = Path.Combine(Application.persistentDataPath, "data");
dbDestination = Path.Combine(dbDestination, fileName);
//Check if the File do not exist then copy it
if (!File.Exists(dbDestination))
{
//Where the db file is at
string dbStreamingAsset = Path.Combine(Application.streamingAssetsPath, fileName);
byte[] result;
//Read the File from streamingAssets. Use WWW for Android
if (dbStreamingAsset.Contains("://") || dbStreamingAsset.Contains(":///"))
{
WWW www = new WWW(dbStreamingAsset);
yield return www;
result = www.bytes;
}
else
{
result = File.ReadAllBytes(dbStreamingAsset);
}
Debug.Log("Loaded db file");
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(dbDestination)))
{
Directory.CreateDirectory(Path.GetDirectoryName(dbDestination));
}
//Copy the data to the persistentDataPath where the database API can freely access the file
File.WriteAllBytes(dbDestination, result);
Debug.Log("Copied db file");
}
try
{
//Tell the db final location for debugging
Debug.Log("DB Path: " + dbDestination.Replace("/", "\\"));
//Add "URI=file:" to the front of the url beore using it with the Sqlite API
dbDestination = "URI=file:" + dbDestination;
//Now you can do the database operation below
//open db connection
var connection = new SqliteConnection(dbDestination);
connection.Open();
var command = connection.CreateCommand();
Debug.Log("Success!");
}
catch (Exception e)
{
Debug.Log("Failed: " + e.Message);
}
}
Usage:
string dbFileName = "TBLDatabase.db";
void Start()
{
StartCoroutine(RunDbCode(dbFileName));
}
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