@david-rhodes
Problem 1
https://docs.unity3d.com/Manual/StreamingAssets.html
On Android, the files are contained within a compressed .jar file (which is essentially the same format as standard zip-compressed files). This means that if you do not use Unity’s WWW class to retrieve the file, you need to use additional software to see inside the .jar archive and obtain the file.
Currently ValidateMapboxAccessFile() does not use WWW to check if the token file exists
if (!Directory.Exists(Application.streamingAssetsPath) || !File.Exists(_accessPath)) {
throw new InvalidTokenException("Please configure your access token in the menu!");
}
and fails, even if it is there, and LoadAccessToken() never gets called.
Problem 2
LoadMapboxAccess() is "async" and by the time the token has been retrieved all tile requests (18 in my test app, based on example MeshGenerationStyles) have already been fired (without a token) and fail.
@david-rhodes
Problem 1
https://docs.unity3d.com/Manual/StreamingAssets.html
Currently
ValidateMapboxAccessFile()does not useWWWto check if the token file existsand fails, even if it is there, and
LoadAccessToken()never gets called.Problem 2
LoadMapboxAccess()is "async" and by the time the token has been retrieved all tile requests (18 in my test app, based on exampleMeshGenerationStyles) have already been fired (without a token) and fail.