A simple wrapper for native file dialogs on Windows/Mac/Linux, plus a dedicated WebGL browser file API.
- Works in editor and runtime.
- Open file/folder, save file dialogs supported.
- Multiple file selection.
- File extension filter.
- Mono/IL2CPP backends supported.
- Linux support by Ricardo Rodrigues.
- Dedicated WebGL browser file API.
- Merged
Add from OpenUPM | via scoped registry, recommended
To add OpenUPM to your project:
- open
Edit/Project Settings/Package Manager - add a new Scoped Registry:
Name: OpenUPM
URL: https://package.openupm.com/
Scope(s): io.github.gkngkc.unity-standalone-file-browser
- click Save
- open Package Manager
- Select
My Registriesin dropdown top left - Select
Unity Standalone File Browserand clickInstall
Add from GitHub | not recommended, no updates through PackMan
You can also add it directly from GitHub on Unity 2019.4+. Note that you won't be able to receive updates through Package Manager this way, you'll have to update manually.
- open Package Manager
- click +
- select Add from Git URL
- paste
https://github.com/shiena/UnityStandaloneFileBrowser.git?path=Packages/StandaloneFileBrowser#upm - click Add
Example usage:
// Open file
var paths = StandaloneFileBrowser.OpenFilePanel("Open File", "", "", false);
// Open file async
StandaloneFileBrowser.OpenFilePanelAsync("Open File", "", "", false, (string[] paths) => { });
// Open file with filter
var extensions = new [] {
new ExtensionFilter("Image Files", "png", "jpg", "jpeg" ),
new ExtensionFilter("Sound Files", "mp3", "wav" ),
new ExtensionFilter("All Files", "*" ),
};
var paths = StandaloneFileBrowser.OpenFilePanel("Open File", "", extensions, true);
// Save file
var path = StandaloneFileBrowser.SaveFilePanel("Save File", "", "", "");
// Save file async
StandaloneFileBrowser.SaveFilePanelAsync("Save File", "", "", "", (string path) => { });
// Save file with filter
var extensionList = new [] {
new ExtensionFilter("Binary", "bin"),
new ExtensionFilter("Text", "txt"),
};
var path = StandaloneFileBrowser.SaveFilePanel("Save File", "", "MySaveFile", extensionList);See Sample/BasicSampleScene.unity for more detailed examples.
Notes:
-
Windows
- Requires .NET 3.5 or higher api compatibility level
- Async dialog opening not implemented, ..Async methods simply calls regular sync methods.
- Plugin import settings should be like this;
-
Mac
- Sync calls are throws an exception at development build after native panel loses and gains focus. Use async calls to avoid this.
WebGL:
- WebGL uses the dedicated
StandaloneFileBrowserWebGLAPI instead of the desktopStandaloneFileBrowserpath-based API. - The desktop
StandaloneFileBrowserAPI is intentionally unavailable in WebGL builds; use explicit platform branching. - Opening files returns temporary browser file references (
WebGLFileReference) withObjectUrl,Name,Size,MimeType, andLastModifiedUnixMsmetadata. - Recommended read path is
ObjectUrl + UnityWebRequest/UnityWebRequestTexture, then explicitRelease(...)after the read completes. - Saving uses
SaveFileAsync(fileName, data[, mimeType])and triggers a browser download rather than a native save dialog. - File filters are picker hints only.
- Browser limitations still apply: meaningful
title/ default-directory semantics are not available, and open/save should be triggered directly from a user gesture (OnPointerDown). - If open is triggered outside a valid user gesture, it returns
Errorwith an explanatory message; save returnsBlockedByBrowser. - First-version concurrency is one open request and one save request at a time.
Example WebGL usage:
using System.Collections;
using SFB;
using UnityEngine;
using UnityEngine.Networking;
public void OpenTextFile() {
StandaloneFileBrowserWebGL.OpenFilePanelAsync("txt", false, result => {
if (result.Status != WebGLFileSelectionStatus.Success || result.Files.Length == 0) {
return;
}
var file = result.Files[0];
StartCoroutine(ReadTextAndRelease(file));
});
}
private IEnumerator ReadTextAndRelease(WebGLFileReference file) {
var request = UnityWebRequest.Get(file.ObjectUrl);
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success) {
Debug.Log(request.downloadHandler.text);
}
StandaloneFileBrowserWebGL.Release(file);
}
public void SaveTextFile(byte[] bytes) {
StandaloneFileBrowserWebGL.SaveFileAsync("sample.txt", bytes, result => {
Debug.Log(result.Status);
});
}Live Demo: https://gkngkc.github.io/




