SDK

Unity Native Gallery

Unity Native Gallery Plugin

Available on Asset Store: https://www.assetstore.unity3d.com/en/#!/content/112630

Forum Thread: https://forum.unity.com/threads/native-gallery-for-android-ios-open-source.519619/

This plugin helps you save your images and/or videos to device Gallery on Android and Photos on iOS. It is also possible to pick an image or video from Gallery/Photos. It takes only a couple of steps to set everything up:

  • Import NativeGallery.unitypackage to your project
  • for Android: set Write Permission to External (SDCard) in Player Settings
  • for iOS: there are two ways to set up the plugin on iOS:

a. Automated Setup for iOS

  • change the value of PHOTO_LIBRARY_USAGE_DESCRIPTION in Plugins/NativeGallery/Editor/NGPostProcessBuild.cs (optional)
  • if your minimum Deployment Target (iOS Version) is at least 8.0, set the value of MINIMUM_TARGET_8_OR_ABOVE to true in NGPostProcessBuild.cs

b. Manual Setup for iOS

  • set the value of ENABLED to false in NGPostProcessBuild.cs
  • build your project
  • enter a Photo Library Usage Description in Xcode

PhotoLibraryUsageDescription

  • also enter a Photo Library Additions Usage Description, if exists (see: https://github.com/yasirkula/UnityNativeGallery/issues/3)
  • insert -weak_framework Photos -framework AssetsLibrary -framework MobileCoreServices to the Other Linker Flags of Unity-iPhone Target (if your Deployment Target is at least 8.0, it is sufficient to insert -framework Photos -framework MobileCoreServices):

OtherLinkerFlags

  • lastly, remove Photos.framework from Link Binary With Libraries of Unity-iPhone Target in Build Phases, if exists

Upgrading From Previous Versions

Delete Plugins/NativeGallery.cs, Plugins/Android/NativeGallery.jar and Plugins/iOS/NativeGallery.mm before upgrading the plugin.

How To

A. Saving Media To Gallery/Photos

NativeGallery.SaveImageToGallery( byte[] mediaBytes, string album, string filenameFormatted, MediaSaveCallback callback = null ): use this function if you have the raw bytes of the image.

  • On Android, your images are saved at DCIM/album/filenameFormatted. On iOS, the image will be saved in the corresponding album
  • filenameFormatted is string.Format’ed to avoid overwriting the same file on Android, if desired. If, for example, you want your images to be saved in a format like “My img 1.png”, “My img 2.png” and etc., you can set the filenameFormatted as “My img {0}.png”. {0} here is replaced with a unique number to avoid overwriting an existing file. If you don’t use a {0} in your filenameFormatted parameter and a file with the same name does exist at that path, the file will be overwritten. On the other hand, a saved image is never overwritten on iOS
  • MediaSaveCallback takes a string parameter which stores an error string if something goes wrong while saving the image/video, or null if it is saved successfully. This parameter is optional

NativeGallery.SaveImageToGallery( string existingMediaPath, string album, string filenameFormatted, MediaSaveCallback callback = null ): use this function if the image is already saved on disk. Enter the file’s path to existingMediaPath. The file will be copied to DCIM/album/filenameFormatted on Android and temporarily copied to Application.persistentDataPath/filenameFormatted on iOS (copied file will automatically be deleted after saving the image as iOS keeps a separate copy of its media files in its internal directory).

NativeGallery.SaveImageToGallery( Texture2D image, string album, string filenameFormatted, MediaSaveCallback callback = null ): use this function to easily save a Texture2D to Gallery/Photos. If filenameFormatted ends with “.jpeg” or “.jpg”, texture will be saved as JPEG; otherwise, it will be saved as PNG.

NativeGallery.SaveVideoToGallery( byte[] mediaBytes, string album, string filenameFormatted, MediaSaveCallback callback = null ): use this function if you have the raw bytes of the video. This function works similar to its SaveImageToGallery equivalent.

NativeGallery.SaveVideoToGallery( string existingMediaPath, string album, string filenameFormatted, MediaSaveCallback callback = null ): use this function if the video is already saved on disk. This function works similar to its SaveImageToGallery equivalent.

B. Retrieving Media From Gallery/Photos

NativeGallery.GetImageFromGallery( MediaPickCallback callback, string title = "", string mime = "image/*" ): prompts the user to select an image from Gallery/Photos.

  • This operation is asynchronous! After user selects an image or cancels the operation, the callback is called (on main thread). MediaPickCallback takes a string parameter which stores the path of the selected image, or null if nothing is selected
  • title determines the title of the image picker dialog on Android. Has no effect on iOS
  • mime filters the available images on Android. For example, to request a JPEG image from the user, mime can be set as “image/jpeg”. Setting multiple mime types is not possible (in that case, you should leave mime as “image/*”). On iOS, the selected image will always be in PNG format and thus, this parameter has no effect on iOS

NativeGallery.GetVideoFromGallery( MediaPickCallback callback, string title = "", string mime = "video/*" ): prompts the user to select a video from Gallery/Photos. This function works similar to its GetImageFromGallery equivalent.

NativeGallery.GetImagesFromGallery( MediaPickMultipleCallback callback, string title = "", string mime = "image/*" ): prompts the user to select one or more images from Gallery/Photos. MediaPickMultipleCallback takes a string[] parameter which stores the path(s) of the selected image(s)/video(s), or null if nothing is selected. Selecting multiple files from gallery is only available on Android 18 and later (iOS not supported). Call CanSelectMultipleFilesFromGallery() to see if this feature is available.

NativeGallery.GetVideosFromGallery( MediaPickMultipleCallback callback, string title = "", string mime = "video/*" ): prompts the user to select one or more videos from Gallery/Photos. This function works similar to its GetImagesFromGallery equivalent.

NativeGallery.CanSelectMultipleFilesFromGallery(): returns true if selecting multiple images/videos from Gallery/Photos is possible on this device.

NativeGallery.IsMediaPickerBusy(): returns true if the user is currently picking media from Gallery/Photos. In that case, another GetImageFromGallery or GetVideoFromGallery request will simply be ignored.

Note that all these functions (except IsMediaPickerBusy) return a NativeGallery.Permission value. More details available below.

C. Runtime Permissions

Beginning with 6.0 Marshmallow, Android apps must request runtime permissions before accessing certain services, similar to iOS. There are two functions to handle permissions with this plugin:

NativeGallery.Permission NativeGallery.CheckPermission(): checks whether the app has access to Gallery/Photos or not.

NativeGallery.Permission is an enum that can take 3 values:

  • Granted: we have the permission to access Gallery/Photos
  • ShouldAsk: we don’t have permission yet, but we can ask the user for permission via RequestPermission function (see below). On Android, as long as the user doesn’t select “Don’t ask again” while denying the permission, ShouldAsk is returned
  • Denied: we don’t have permission and we can’t ask the user for permission. In this case, user has to give the permission from Settings. This happens when user denies the permission on iOS (can’t request permission again on iOS), when user selects “Don’t ask again” while denying the permission on Android or when user is not allowed to give that permission (parental controls etc.)

NativeGallery.Permission NativeGallery.RequestPermission(): requests permission to access Gallery/Photos from the user and returns the result. It is recommended to show a brief explanation before asking the permission so that user understands why the permission is needed and doesn’t click Deny or worse, “Don’t ask again”. Note that the SaveImageToGallery/SaveVideoToGallery and GetImageFromGallery/GetVideoFromGallery functions call RequestPermission internally and execute only if the permission is granted (the result of RequestPermission is also returned).

NativeGallery.OpenSettings(): opens the settings for this app, from where the user can manually grant permission in case current permission state is Permission.Denied (on Android, the necessary permission is named Storage and on iOS, the necessary permission is named Photos).

bool NativeGallery.CanOpenSettings(): on iOS versions prior to 8.0, opening settings from within app is not possible and in this case, this function returns false. Otherwise, it returns true.

D. Utility Functions

NativeGallery.ImageProperties NativeGallery.GetImageProperties( string imagePath ): returns an ImageProperties instance that holds the width, height and mime type information of an image file without creating a Texture2D object. Mime type will be null, if it can’t be determined

Example Code

The following code has three functions:

  • if you click the left one-third of the screen, it captures the screenshot of the game and saves it to Gallery/Photos
  • if you click the middle one-third of the screen, it picks an image from Gallery/Photos and puts it on a temporary cube that is placed in front of the camera
  • if you click the right one-third of the screen, it picks a video from Gallery/Photos and plays it
void Update()
{
	if( Input.GetMouseButtonDown( 0 ) )
	{
		if( Input.mousePosition.x < Screen.width / 3 )
		{
			// Take a screenshot and save it to Gallery/Photos
			StartCoroutine( TakeScreenshotAndSave() );
		}
		else
		{
			// Don't attempt to pick media from Gallery/Photos if
			// another media pick operation is already in progress
			if( NativeGallery.IsMediaPickerBusy() )
				return;
				
			if( Input.mousePosition.x < Screen.width * 2 / 3 )
			{
				// Pick a PNG image from Gallery/Photos
				PickImage();
			}
			else
			{
				// Pick a video from Gallery/Photos
				PickVideo();
			}
		}
	}
}

private IEnumerator TakeScreenshotAndSave()
{
	yield return new WaitForEndOfFrame();

	Texture2D ss = new Texture2D( Screen.width, Screen.height, TextureFormat.RGB24, false );
	ss.ReadPixels( new Rect( 0, 0, Screen.width, Screen.height ), 0, 0 );
	ss.Apply();

	// Save the screenshot to Gallery/Photos
	Debug.Log( "Permission result: " + NativeGallery.SaveImageToGallery( ss, "GalleryTest", "My img {0}.png" ) );
}

private void PickImage()
{
	NativeGallery.Permission permission = NativeGallery.GetImageFromGallery( ( path ) =>
	{
		Debug.Log( "Image path: " + path );
		if( path != null )
		{
			// Create Texture from selected image
			Texture2D texture = new Texture2D( 2, 2 );
			texture.LoadImage( File.ReadAllBytes( path ) );

			// Assign texture to a temporary cube and destroy it after 5 seconds
			GameObject cube = GameObject.CreatePrimitive( PrimitiveType.Cube );
			cube.transform.position = Camera.main.transform.position + Camera.main.transform.forward * 10f;
			cube.transform.forward = -Camera.main.transform.forward;
			
			Material material = cube.GetComponent<Renderer>().material;
			if( !material.shader.isSupported ) // happens when Standard shader is not included in the build
				material.shader = Shader.Find( "Legacy Shaders/Diffuse" );

			material.mainTexture = texture;
				
			Destroy( cube, 5f );

			// If a procedural texture is not destroyed manually, 
			// it will only be freed after a scene change
			Destroy( texture, 5f );
		}
	}, "Select a PNG image", "image/png" );

	Debug.Log( "Permission result: " + permission );
}

private void PickVideo()
{
	NativeGallery.Permission permission = NativeGallery.GetVideoFromGallery( ( path ) =>
	{
		Debug.Log( "Video path: " + path );
		if( path != null )
		{
			// Play the selected video
			Handheld.PlayFullScreenMovie( "file://" + path );
		}
	}, "Select a video" );

	Debug.Log( "Permission result: " + permission );
}