You can find it on this page. Thank you so much for this. The documentation for this in Unity docs is really bad. You saved my bachelors thesis. Your email address will not be published.
Save my name, email, and website in this browser for the next time I comment. Using UnityWebRequest. Log req. Log post. Create texture, new Rect 0, 0, texture. Stop ; audioSource. GetAudioClip url, AudioType. Conclusion In conclusion, UnityWebRequest gives us a lot of options when downloading files and data from the internet. Page 2 is now available You can find it on this page. UI; using UnityEngine. Networking; using Newtonsoft. Hey did you post part 2 yet? SlideFactory on April 11, at pm.
For example:. When you access the. At this point, you are ready to load the objects contained in the bundle.
Otherwise the AssetBundle will be loaded from cache. Please note that only up to one AssetBundle download can finish per frame when they are downloaded with WWW.
Now that the components are in place you can build a scene that will allow you to load your AssetBundle and display the contents on screen. Drag the CachingLoadExample script onto the empty game object you just created. You can now hit play in the Editor and you should see the Cube prefab being loaded from the AssetBundle.
For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. Loads an AssetBundle with the specified version number from the cache.
If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. Cached AssetBundles are uniquely identified solely by the filename and version. All domain and path information in url is ignored by Caching. Since cached AssetBundles are identified by filename instead of the full URL, you can change the directory from where the asset bundle is downloaded at any time.
This is useful for pushing out new versions of the game and ensuring that files are not cached incorrectly by the browser or by a CDN. Usually using the filename of the AssetBundle to generate the cache path is fine.
But if there are different AssetBundles with the same last file name, cache conflicts will happen. Users can also utilize this to organize the cache data structure.
If the cache folder does not have any space for caching additional files, LoadFromCacheOrDownload will iteratively delete the least-recently-used AssetBundles from the Cache until sufficient space is available to store the new AssetBundle. If making space is not possible because the hard disk is full, or all files in the cache are currently in use , LoadFromCacheOrDownload will bypass Caching and stream the file into memory like a normal "new WWW " call.
0コメント