Closed MAJigsaw77 closed 2 years ago
Polymod will work as long as it can access the mods via the provided PolymodFileSystem.
The default PolymodFileSystem is SysFileSystem which uses Haxe's built-in sys.FileSystem
class to read and detect files. If using sys.FileSystem
to read files works fine on Android then all you need to do is provide the correct modRoot
when calling Polymod.init
and it should be able to find whatever mods you installed and access the assets.
If that does not work, a new PolymodFileSystem class will be needed; thankfully I made this easy to do. Polymod.init
can optionally accept a customFilesystem
, and as long as the object you provide implements polymod.fs.PolymodFileSystem.IFileSystem
, Polymod will accept it.*
I haven't investigated this properly but if there is some issue preventing the use of Polymod on Android, that is something I want to fix in the future, as atomic modding support for Android games is a powerful use case. If you end up experimenting with this on your own, please let me know how it goes.
*Side note/further clarification on this, as long as Polymod can call all the functions of IFileSystem and get the desired result back, you don't necessarily need to be fetching the mod data from a literal filesystem. It could be accessing files from a cache in memory, or from a web server, or even generating them on the fly if you had a reason to be doing that.
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@MasterEric Ok, polymod is working without a ploblem but you need to specify in the readme to the people what they have to do to make it to work on android
If I'm using the external storage directory (
storage/emulated/0/game/
) it can work? And yes android is a sys platform