Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by oxrock · Jun 29, 2017 at 03:34 AM · assetbundleassets

Getting errors trying to load asset bundle, help appreciated

I'll start with the errors themselves. The first is : Assertion failed on expression: 'm_UncompressedBlocksOffsets[blockInd] <= from + dstPos && m_UncompressedBlocksOffsets[blockInd] + uncompressedBlockSize >= from + dstPos' UnityEngine.AssetBundle:LoadFromFile(String)

Followed by : Failed to decompress data for the AssetBundle 'D:/Unity/projects/PQv0.10/Assets/AssetBundles/spritesbundle'. UnityEngine.AssetBundle:LoadFromFile(String)

I've always just used the resources folder for my projects but my current project has outgrown what that method can accommodate. So I'm trying to offload assets (in this case 5000 or so sprites)into an assetbundle and load them as needed at runtime. I figured I could just get a reference to the assetbundle and then call assetbundle.LoadAsset(assetname), substituting my old Resources.Load calls. Here's my attempt at making the assetbundle reference that keeps erroring:

 void loadSpritesBundle()
     {
         sprites = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/spritesbundle");
     }

For due diligence, here's also the code I used to create that assetbundle:

 public static void SaveSpecificAssets()
     {
         AssetBundleBuild build = new AssetBundleBuild();
         build.assetBundleName = "spritesBundle";
 
         string[] files = AssetDatabase.GetAllAssetPaths();
         List<string> validFiles = new List<string>();
         foreach (string file in files)
         {
             if (file.EndsWith(".png")) validFiles.Add(file);
         }
 
         build.assetNames = validFiles.ToArray();
 
 BuildPipeline.BuildAssetBundles("Assets/AssetBundles", new AssetBundleBuild[1] { build }, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
     }

The assetbundle builds without errors and appears in the directory where it should be. I have no indication that it's faulty other than the errors I get when trying to load it. If I'm missing any relevant information, please point it out and I'll try to provide it.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

68 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Exporting assets from Unity 5 to Unity 4 1 Answer

Set AssetBundle name in Asset Labels of an folder 3 Answers

Loading.IDRemapping AssetBundles 1 Answer

Addressables - Use Asset Database (faster) - Not loading assets within a folder 1 Answer

How to remove an asset package 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges