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Question by uwasimu · Oct 06, 2015 at 11:57 AM · c#assetbundlecaching

Expected version: 5.1.2f1. Actual version: 4.6.7f1 on WWW.LoadFromCacheOrDownload()

i am using unity 5.1 and i import a project , which downloads the assetbundle from server but during this process am facing this error, is this unity version problem or something .

Invalid serialized file version. File: "/Users/zeron/Library/Caches/Unity/Checkmate Creative_80s Mania Wrestling/a10ab7a02b62aceeb422e4efeee240808b5982e8/BuildPlayer-Main.sharedAssets". Expected version: 5.1.2f1. Actual version: 4.6.7f1 here is code:

 IEnumerator Start ()
         {
                 versionNumber = 3;
                 // Download compressed scene. If version 5 of the file named "Streamed-Level1.unity3d" was previously downloaded and cached.
                 // Then Unity will completely skip the download and load the decompressed scene directly from disk.
                 #if UNITY_IPHONE
                 if (Caching.IsVersionCached ("http://52.4.150.183/8mw/8mwSceneIOS_" + versionNumber + ".unity3d", versionNumber)) {
                         Caching.CleanCache ();
                 }
                 var download = WWW.LoadFromCacheOrDownload ("http://52.4.150.183/8mw/8mwSceneIOS_" + versionNumber + ".unity3d", versionNumber);
                 #else
         if(Caching.IsVersionCached("http://52.4.150.183/8mw/8mwSceneAndroid_"+versionNumber+".unity3d", versionNumber)){
             Caching.CleanCache ();
         }
         var download = WWW.LoadFromCacheOrDownload ("http://52.4.150.183/8mw/8mwSceneAndroid_"+versionNumber+".unity3d", versionNumber);
                 #endif
         
                 yield return download;
         
                 // Handle error
                 if (download.error != null) {
                         Debug.LogError (download.error);
                         noticeText.text = "cannot find the resources necessary.  please try again later";
                         flash.waiting = false;
                         return false;
             
                 }
         
                 // In order to make the scene available from LoadLevel, we have to load the asset bundle.
                 // The AssetBundle class also lets you force unload all assets and file storage once it is no longer needed.
                 AssetBundle bundle = download.assetBundle;
         
                 //bundle.LoadAll ();
                 bundle.LoadAllAssets ();
                 download.Dispose ();
 
                 flash.waiting = false;
                 Application.LoadLevel ("Main");
         }
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