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Question by matthew57 · Apr 02, 2017 at 09:57 AM · assetbundlescene-loading

How do I load an Assetbundle Scene that has Assetbundle reference in it?

I have a scene that contains a bunch of instantiations of Assetbundle prefabs. Those Assetbundles are downloaded through a UnityWebRequest from my online server. I maintain references to which assetbundles are downloaded through a script within the scene. I then built that scene into an assetbundle so that it can be downloaded as well.

My current process is to download the sceneBundle, load the scene, then find the object that contains the urls for the inner assetbundles and then load those. However this doesn't work. Each of the assetbundles are loaded but their instantiations remain pink as if it weren't loaded. Even stranger, the entire sky goes pink. Its reference to the default skybox points to a new default skybox with all the right paramters but is for some reason pink.

Is there some thing I am missing or am I going about this entirely wrong?

here is the code I have for loading the scene:

```

 IEnumerator loadSceneAsynchronous (string url, AssetBundleCallback callback) {
     UnityWebRequest webReq = UnityWebRequest.GetAssetBundle(url, 1, 0);
     yield return webReq.Send();
     AssetBundle bundle = DownloadHandlerAssetBundle.GetContent (webReq);
     string[] ScenePaths = bundle.GetAllScenePaths ();
     unitySceneName = ScenePaths [0];


     //SceneManager.LoadScene (System.IO.Path.GetFileName(ScenePaths [0]),LoadSceneMode.Additive);
     SceneManager.LoadScene(ScenePaths [0],LoadSceneMode.Additive);
     callback (bundle, unitySceneName);
     webReq.Dispose();
     StartCoroutine (reloadAssetBundles (ScenePaths [0]));
 }



 IEnumerator reloadAssetBundles(string sceneToLoad)
 {
     yield return null;
     SaveRegistry registry = GameObject.FindObjectOfType<SaveRegistry> ();
     while (true) {

         if (registry && registry.SceneName == LoadingScene.name) {
             AssetBundlerSingleton.ReloadScene (LoadingScene);
             break;
         }

         yield return null;
         registry = GameObject.FindObjectOfType<SaveRegistry> ();
     }



 }```
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