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Question by dorpeleg · Sep 30, 2012 at 08:13 PM · runtimeloadloadingfilefiles

loading a downloaded file at runtime

Here is what i want to do: The user will have some sort of menu where he can download "extensions" to his unity client (PC stand-alone). The "extension" might be a model or terrain or some other unity stuff. What I want is that the "extension" to be saved on his PC and unity will be able to load it at runtime. The only tow ways I know of loading things are: "resource folder" or "assetBundle". But I'm not sure any of them is what I'm looking for. If you think one of them is the right way to do it please explain how. If you have any other idea of how to do it ill be very happy to hear it. thanks

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Answer by svenskefan · Sep 30, 2012 at 08:30 PM

Hi! Resource folder requires the asset be present in the Resource folder at build time.

Assetbundles is what you are looking for. By putting assets into assetbundles and making the available on the network, your users can download and instantiate stuff from your bundle, and even cache it on the local machine

HTH

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avatar image dorpeleg · Sep 30, 2012 at 09:55 PM 0
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How do they save it on their machine? I want them to only need to download once and not every time. That's why I didn't think assetBundles is the right why to go. I need it to be available to them without internet connection after the first download.

avatar image svenskefan · Oct 01, 2012 at 05:27 AM 0
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http://docs.unity3d.com/Documentation/ScriptReference/WWW.LoadFromCacheOrDownload.html

avatar image dorpeleg · Oct 01, 2012 at 01:33 PM 0
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Ok this looks like the right way to go. Just a few questions about it. Where is the "cache" located at? Is it possible for the user to download a file from the web and place it somewhere where the client is located to make it work? (not downloading trough the unity client) thanks for helping :)

avatar image dorpeleg · Oct 01, 2012 at 06:02 PM 0
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Ok, nvm I solved it. thanks a lot for your help

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