obbdownloader relevance
Hi, i've tried to use the obbdownloader plugin on the assetstore, to download .obb file on android tablet, and the lifesaving tutorial here: https://www.exoa.fr/tutorial-unity-4-apk-splitting-google-play-obb/
I have to say my game works fine with it. The problem is, in my first attempts that were working, the first scene was calling www.LoadFromCacheOrDownload
(and displaying www.progress to show the progress), and then when it was done, launching the next scene (as in the tutorial). The problem is that the game being a bit big, on a low-end tablet it was taking a lot of time.
I then tried to call for the next scene from the Start()
, before even calling for www.LoadFromCacheOrDownload
. On my tablet the obb was downloaded directly from the app store while installing the game (if i understand correctly it's a normal behaviour for some devices, the obbdownloader being meant just for the other cases?). And actually, the next scene could be loaded since the Start()
function, without waiting for the www.LoadFromCacheOrDownload
to finish. The rest of the game just worked fine.
My question is, is there a "correct" way to check if the next scene can be loaded without calling and waiting for www.LoadFromCacheOrDownload
to finish. Because by now I am just calling for SceneManager.LoadSceneAsync
in the Start()
, since I haven't found a way to check if the next scene can be loaded or if the call to www.LoadFromCacheOrDownload
is required or not...
Maybe i'm just missing something obvious. Thanks!
Your answer
Follow this Question
Related Questions
Why reusing the unmodified unity-generated androidmanifest.xml in a split apk doesn't work 0 Answers
Multiple Scenes for iOS 2 Answers
Loading from streaming assets in obb fails.. but not always. 1 Answer
LoadScene is very very slow when your game is splitted with OBB file 6 Answers
Unity 5.4 Android OBB - Blank scene being loaded with Camera over-draw 1 Answer