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Question by Liam_B · Mar 30, 2017 at 03:40 PM · instantiatedestroyassetbundledestroygameobject

Generated AssetBundle only works when created within same Unity Project?

Hello!

For 99% of people this wouldn't be a concern as you would be creating the content that is being built into AssetBundles. However with the current App we have created we allowing the end-user to create their own AssetBundles which can be streamed into the scene (See Vuforia Cloud Reco).

For the sake of testing I created an AssetBundle within the project that the app is being developed in, and repeated the process in a different Unity Project. The model which is stored in the AssetBundle loads and is able to be deleted fine. However the model which is stored in a AssetBundle that was created in a different Unity Project will load within the scene; but cannot be deleted.

I'm currently using this:

 GameObject dlModel = null;
             dlModel = GameObject.FindWithTag(mARData.ModelName);
             dlModel.SetActive (false);
             Destroy(dlModel.gameObject);
             TargetDeleted();

Which works completely fine (I'm hiding the object initially as theres a delay for the object to be destroyed) for the AssetBundles created within the Same Unity project that the app is being built in, yet doesn't work when in a different Unity Project. As the model still is downloadable and visible for both instances makes it a little confusing why the one will destroy while the other will not.

Thanks :)

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