Android: reliable private imports and failure recovery - #10
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When a game fails to load or crashes at runtime, the error dialog now shows Yes/No buttons instead of just OK. Pressing Yes opens a native save-file dialog so the user can export onlyfun.log to any location. - NofunRunner: changed both HandleLoadFailure and HandleSystemThreadFinished to use ButtonType.YesNo with a log- export callback - FilePicker: added static ExportLog() supporting Editor, Standalone (Win/Mac/Linux) and Android targets - NativeFileDialog: added NFD_SaveDialogU8 P/Invoke binding and OpenSaveFileDialog() helper for desktop builds
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What changed
persistentDataPath/__Gamesbefore parsingApplication.Quit()onlyfun.logWhy
The released Android flow depended on an external intent and a fragile writable content-URI stream. Loader exceptions were discarded and the error dialog's OK action called
Application.Quit(), so an ordinary malformed, inaccessible, or unsupported game looked like an application crash. Honey Cave 2 could also inherit the newer 240x320/system 1.50 defaults.This change keeps external files away from the emulator core, retains actionable diagnostics, and leaves the application usable after failures.
Validation
git diff master...HEAD --checkVMGP, metadata titleHoneyCave2, version1.0, and novInit3Dimport; the files were not committedUnity tests and an APK build were not run on this machine. Only Unity Hub is installed; the Editor installation failed for lack of disk space. The project pins Unity
2023.3.0a18, and Android Build Support, SDK/NDK, and OpenJDK are not present.Known limitations / follow-ups
ACTION_VIEW,ACTION_SEND,ClipData, andonNewIntentsupport remain follow-up work