yasirkula
yasirkula
They call RequestPermission which indeed blocks the main thread. Could you try calling RequestPermissionAsync in advance and proceeding only if it's Granted?
I see. I'd workaround this limitation as follows: ```csharp ClassA instance = ...; DebugLogConsole.AddCommand("name", "desc", (string parameter1, int parameter2) => instance.test22(parameter1, parameter2)); ``` In the future, I may add better...
In Automated Setup, they're added automatically via Linker Flags: https://github.com/yasirkula/UnityNativeGallery/blob/66157bd32db65439aca72ad5ed0f0fb702d6ef72/Plugins/NativeGallery/Editor/NGPostProcessBuild.cs#L125-L128 I guess another plugin's OnPostprocessBuild function calls `SetBuildProperty(targetGUID, "OTHER_LDFLAGS", ...)` to override Linker Flags instead of appending to it :smh:...
At first glance, your code looks good to me. Can you try the [example code](https://github.com/yasirkula/UnityNativeGallery?tab=readme-ov-file#example-code)? If that doesn't work, I'll need logcat logs but if you test the example code...
BTW NativeFilePicker.ConvertExtensionToFileType doesn't accept multiple extensions.
Can you try the example code with no modifications at all, with no transform.GetChild calls or GetComponent calls? Just as is.
Can you check logcat logs? You can use Unity's Logcat package for that.
Hmm, the logs state that a valid image path is returned which is good. NativeGallery isn't supposed to return inaccessible image paths. Since you mentioned a NullReferenceException and the fact...
Alright it's good news that the image can be loaded immediately after it's picked. Are you saving and loading in the same session or restarting the app beforehand? In the...
It goes against everything I know. Can you create a repro project for me to reproduce the issue?