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Question by vasup · Oct 25, 2013 at 08:42 AM · webplayerassetbundle

AssetBundle.CreateFromMemory fails in WebPlayer

Hello everyone. I need to encrypt my assetBundles and download them into WebPlayer. I use default code from example:

string url = "http://www.mywebsite.com/mygame/assetbundles/assetbundle1.unity3d"; IEnumerator Start () { // Start a download of the encrypted assetbundle WWW www = new WWW (url);

 // Wait for download to complete
 yield return www;
 
 // Get the byte data
 byte[] encryptedData = www.bytes;
 
 // Decrypt the AssetBundle data
 byte[] decryptedData = YourDecryptionMethod(encryptedData);
 
 // Create an AssetBundle from the bytes array
 AssetBundle bundle = AssetBundle.CreateFromMemory(decryptedData);
 
 // You can now use your AssetBundle. The AssetBundle is not cached.

}

This is how I save the bundle:


BuildPipeline.BuildAssetBundle(objects[0], objects, bundlePath,             
            BuildAssetBundleOptions.CollectDependencies,
                BuildTarget.WebPlayer);

I don't use Push/Pop Dependencies. Even when I don't use BuildAssetBundleOptions.CollectDependencies (when bundle contains of only one texture asset) - it still doesn't creates from memory in webplayer.

Webplayer log says:


    Asset bundle is incomplete

I try this from webplayer in browser (Chrome/Firefox). My Unity version is 4.2.1f4 pro trial

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avatar image rutter · Oct 25, 2013 at 09:42 AM 0
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Not sure if it's any help, but I did find this old forum thread mentioning a similar issue.

avatar image ggappleid · Oct 25, 2013 at 10:45 AM 0
Share

I have the same issue, and this thread doesn't help at all. It is just describing the problem, but not solving it

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Answer by vasup · Oct 29, 2013 at 03:40 PM

I have found that the problem is not in CreateFromMemory method

CreateFromMemory fails because www.bytes array is empty

 byte[] encryptedData = www.bytes; // www.bytes.Length is 0 here!

Btw I tried the code above on non encrypted bundle (the decryption method changed nothing in bytes).

At the same time www.assetBundle is accessible, this happens in WebPlayer, not in Editor.

So a different way to load raw bytes of assetBundle is needed. This can be done through Systen.Net.Socket as in unityweb: https://code.google.com/p/unityweb/ (also commercial package based on unityweb exists).

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