How to store an array to Firebase via Unity SDK
I am trying to store an Int32 Array and bool Array to Firebase but it isn't working for me. I have searched on various places, but couldn't find a solution. Can anyone tell me, how one can store an array to Firebase Real-time DB from Unity.
I am using System.Reflection
to get all the public static fields of the class UserPrefs
.
Here is the code, I am trying to do this job...
System.Type type = typeof(UserPrefs);
FieldInfo fields = type.GetFields();
foreach (var field in fields) {
if (user != null)
dbReference.Child("users").Child(user.UserId).Child(field.Name).SetValueAsync(field.GetValue(null));
else
Debug.LogError("There is no user LoggedIn to write...");
}
Above code saves all values other than arrays. Error given on arrays is following:
InvalidCastException: Cannot cast from source type to destination
type.
Firebase.Database.Internal.Utilities.Validation.ValidateWritableObject
(System.Object object)
Any help will be much appreciated...
arrays firebase unity3d firebase-realtime-database
add a comment |
I am trying to store an Int32 Array and bool Array to Firebase but it isn't working for me. I have searched on various places, but couldn't find a solution. Can anyone tell me, how one can store an array to Firebase Real-time DB from Unity.
I am using System.Reflection
to get all the public static fields of the class UserPrefs
.
Here is the code, I am trying to do this job...
System.Type type = typeof(UserPrefs);
FieldInfo fields = type.GetFields();
foreach (var field in fields) {
if (user != null)
dbReference.Child("users").Child(user.UserId).Child(field.Name).SetValueAsync(field.GetValue(null));
else
Debug.LogError("There is no user LoggedIn to write...");
}
Above code saves all values other than arrays. Error given on arrays is following:
InvalidCastException: Cannot cast from source type to destination
type.
Firebase.Database.Internal.Utilities.Validation.ValidateWritableObject
(System.Object object)
Any help will be much appreciated...
arrays firebase unity3d firebase-realtime-database
add a comment |
I am trying to store an Int32 Array and bool Array to Firebase but it isn't working for me. I have searched on various places, but couldn't find a solution. Can anyone tell me, how one can store an array to Firebase Real-time DB from Unity.
I am using System.Reflection
to get all the public static fields of the class UserPrefs
.
Here is the code, I am trying to do this job...
System.Type type = typeof(UserPrefs);
FieldInfo fields = type.GetFields();
foreach (var field in fields) {
if (user != null)
dbReference.Child("users").Child(user.UserId).Child(field.Name).SetValueAsync(field.GetValue(null));
else
Debug.LogError("There is no user LoggedIn to write...");
}
Above code saves all values other than arrays. Error given on arrays is following:
InvalidCastException: Cannot cast from source type to destination
type.
Firebase.Database.Internal.Utilities.Validation.ValidateWritableObject
(System.Object object)
Any help will be much appreciated...
arrays firebase unity3d firebase-realtime-database
I am trying to store an Int32 Array and bool Array to Firebase but it isn't working for me. I have searched on various places, but couldn't find a solution. Can anyone tell me, how one can store an array to Firebase Real-time DB from Unity.
I am using System.Reflection
to get all the public static fields of the class UserPrefs
.
Here is the code, I am trying to do this job...
System.Type type = typeof(UserPrefs);
FieldInfo fields = type.GetFields();
foreach (var field in fields) {
if (user != null)
dbReference.Child("users").Child(user.UserId).Child(field.Name).SetValueAsync(field.GetValue(null));
else
Debug.LogError("There is no user LoggedIn to write...");
}
Above code saves all values other than arrays. Error given on arrays is following:
InvalidCastException: Cannot cast from source type to destination
type.
Firebase.Database.Internal.Utilities.Validation.ValidateWritableObject
(System.Object object)
Any help will be much appreciated...
arrays firebase unity3d firebase-realtime-database
arrays firebase unity3d firebase-realtime-database
asked Nov 6 '18 at 6:58
Farhan ShehzadFarhan Shehzad
34
34
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1 Answer
1
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votes
You need a class like this.
public class MyClass
{
public int intArray = new int[10];
}
Then you can write that object to the Firebase like this.
public void WriteArrays()
{
MyClass temp = new MyClass();
for (int i = 0; i < temp.intArray.Length; i++)
{
temp.intArray[i] = i;
}
databaseReference.Child("MyArrayNode").SetRawJsonValueAsync(JsonUtility.ToJson(temp));
}
databaseReference is a reference to your root.
Same way you can do this for your bool also.
There can be many other arrays of other types. I need to make the code generic. It's not a good solution to make class for all possible arrays, iterate in a loop and then save to Firebase. All this will be done again while loading the data.
– Farhan Shehzad
Nov 6 '18 at 10:34
Passing json to firebase is the preferred way to communicate with firebase. Design according to it.
– Bhavin Panara
Nov 6 '18 at 10:49
So, you are saying I need to design my own json object, in case I want to save arrays to Firebase. If so, can you please give me any example code to make a json for arrays?
– Farhan Shehzad
Nov 6 '18 at 12:52
I am saying that whenever you want to pass more than one thing to Firebase, use json. You can use in-built json utility of Unity.
– Bhavin Panara
Nov 14 '18 at 4:26
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
You need a class like this.
public class MyClass
{
public int intArray = new int[10];
}
Then you can write that object to the Firebase like this.
public void WriteArrays()
{
MyClass temp = new MyClass();
for (int i = 0; i < temp.intArray.Length; i++)
{
temp.intArray[i] = i;
}
databaseReference.Child("MyArrayNode").SetRawJsonValueAsync(JsonUtility.ToJson(temp));
}
databaseReference is a reference to your root.
Same way you can do this for your bool also.
There can be many other arrays of other types. I need to make the code generic. It's not a good solution to make class for all possible arrays, iterate in a loop and then save to Firebase. All this will be done again while loading the data.
– Farhan Shehzad
Nov 6 '18 at 10:34
Passing json to firebase is the preferred way to communicate with firebase. Design according to it.
– Bhavin Panara
Nov 6 '18 at 10:49
So, you are saying I need to design my own json object, in case I want to save arrays to Firebase. If so, can you please give me any example code to make a json for arrays?
– Farhan Shehzad
Nov 6 '18 at 12:52
I am saying that whenever you want to pass more than one thing to Firebase, use json. You can use in-built json utility of Unity.
– Bhavin Panara
Nov 14 '18 at 4:26
add a comment |
You need a class like this.
public class MyClass
{
public int intArray = new int[10];
}
Then you can write that object to the Firebase like this.
public void WriteArrays()
{
MyClass temp = new MyClass();
for (int i = 0; i < temp.intArray.Length; i++)
{
temp.intArray[i] = i;
}
databaseReference.Child("MyArrayNode").SetRawJsonValueAsync(JsonUtility.ToJson(temp));
}
databaseReference is a reference to your root.
Same way you can do this for your bool also.
There can be many other arrays of other types. I need to make the code generic. It's not a good solution to make class for all possible arrays, iterate in a loop and then save to Firebase. All this will be done again while loading the data.
– Farhan Shehzad
Nov 6 '18 at 10:34
Passing json to firebase is the preferred way to communicate with firebase. Design according to it.
– Bhavin Panara
Nov 6 '18 at 10:49
So, you are saying I need to design my own json object, in case I want to save arrays to Firebase. If so, can you please give me any example code to make a json for arrays?
– Farhan Shehzad
Nov 6 '18 at 12:52
I am saying that whenever you want to pass more than one thing to Firebase, use json. You can use in-built json utility of Unity.
– Bhavin Panara
Nov 14 '18 at 4:26
add a comment |
You need a class like this.
public class MyClass
{
public int intArray = new int[10];
}
Then you can write that object to the Firebase like this.
public void WriteArrays()
{
MyClass temp = new MyClass();
for (int i = 0; i < temp.intArray.Length; i++)
{
temp.intArray[i] = i;
}
databaseReference.Child("MyArrayNode").SetRawJsonValueAsync(JsonUtility.ToJson(temp));
}
databaseReference is a reference to your root.
Same way you can do this for your bool also.
You need a class like this.
public class MyClass
{
public int intArray = new int[10];
}
Then you can write that object to the Firebase like this.
public void WriteArrays()
{
MyClass temp = new MyClass();
for (int i = 0; i < temp.intArray.Length; i++)
{
temp.intArray[i] = i;
}
databaseReference.Child("MyArrayNode").SetRawJsonValueAsync(JsonUtility.ToJson(temp));
}
databaseReference is a reference to your root.
Same way you can do this for your bool also.
edited Nov 26 '18 at 6:42
marc_s
582k13011231269
582k13011231269
answered Nov 6 '18 at 9:18
Bhavin PanaraBhavin Panara
17418
17418
There can be many other arrays of other types. I need to make the code generic. It's not a good solution to make class for all possible arrays, iterate in a loop and then save to Firebase. All this will be done again while loading the data.
– Farhan Shehzad
Nov 6 '18 at 10:34
Passing json to firebase is the preferred way to communicate with firebase. Design according to it.
– Bhavin Panara
Nov 6 '18 at 10:49
So, you are saying I need to design my own json object, in case I want to save arrays to Firebase. If so, can you please give me any example code to make a json for arrays?
– Farhan Shehzad
Nov 6 '18 at 12:52
I am saying that whenever you want to pass more than one thing to Firebase, use json. You can use in-built json utility of Unity.
– Bhavin Panara
Nov 14 '18 at 4:26
add a comment |
There can be many other arrays of other types. I need to make the code generic. It's not a good solution to make class for all possible arrays, iterate in a loop and then save to Firebase. All this will be done again while loading the data.
– Farhan Shehzad
Nov 6 '18 at 10:34
Passing json to firebase is the preferred way to communicate with firebase. Design according to it.
– Bhavin Panara
Nov 6 '18 at 10:49
So, you are saying I need to design my own json object, in case I want to save arrays to Firebase. If so, can you please give me any example code to make a json for arrays?
– Farhan Shehzad
Nov 6 '18 at 12:52
I am saying that whenever you want to pass more than one thing to Firebase, use json. You can use in-built json utility of Unity.
– Bhavin Panara
Nov 14 '18 at 4:26
There can be many other arrays of other types. I need to make the code generic. It's not a good solution to make class for all possible arrays, iterate in a loop and then save to Firebase. All this will be done again while loading the data.
– Farhan Shehzad
Nov 6 '18 at 10:34
There can be many other arrays of other types. I need to make the code generic. It's not a good solution to make class for all possible arrays, iterate in a loop and then save to Firebase. All this will be done again while loading the data.
– Farhan Shehzad
Nov 6 '18 at 10:34
Passing json to firebase is the preferred way to communicate with firebase. Design according to it.
– Bhavin Panara
Nov 6 '18 at 10:49
Passing json to firebase is the preferred way to communicate with firebase. Design according to it.
– Bhavin Panara
Nov 6 '18 at 10:49
So, you are saying I need to design my own json object, in case I want to save arrays to Firebase. If so, can you please give me any example code to make a json for arrays?
– Farhan Shehzad
Nov 6 '18 at 12:52
So, you are saying I need to design my own json object, in case I want to save arrays to Firebase. If so, can you please give me any example code to make a json for arrays?
– Farhan Shehzad
Nov 6 '18 at 12:52
I am saying that whenever you want to pass more than one thing to Firebase, use json. You can use in-built json utility of Unity.
– Bhavin Panara
Nov 14 '18 at 4:26
I am saying that whenever you want to pass more than one thing to Firebase, use json. You can use in-built json utility of Unity.
– Bhavin Panara
Nov 14 '18 at 4:26
add a comment |
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