I’m currently working on a Windows Store/XBox port of my game, and obviously ran into the zip library issue. I have no problem using the ASTAR_NO_ZIP directive, the increased file size of the recast graphs isn’t a huge deal given the size of my game already, but the problem is that if I switch I lose all my graph settings/definitions. I don’t mind recaching everything, but having to completely redo graph setup is rough. Do you have a trick/utility to convert the zipped files over to non-zipped format? I can obviously write my own (the code is all there), but if its an already solved problem and I’m just missing something, I’d rather not spend the time.
TLDR: I need to take my zipped cache data and convert it to non-zipped format without losing everything in the process (re-scanning is fine, losing settings would suck).
In case anyone else sees this/runs into this issue, I came up with a different solution. I ended up adding zip-file reading support to the ZipFile replacement script specifically for NETFX_CORE compilation. You can use System.Compression.ZipArchive to unzip the stream so long as you skip the first two bytes, which are an incompatible, unnecessary header bytes apparently. Anyway, there’s a lot more bug fixing necessary (for example, while you need TypeInfo for most things, you still need to use the type object for GetFields…), but I was able to eventually get it working and move on to the other 10 million things that don’t work right on the WindowsStore platform
So yeah, you could probably just use ZipArchive to write data too for NETFX_CORE platforms and not have to use ASTAR_NO_ZIP at all, it just wasn’t worth the effort for me since I only needed to read the cache data I wrote from the editor. If its useful though, I’d be happy to share my horribly hacky code.