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At runtime, Unity WebPlayer is unable to move cache files. Moving file failed - Access is denied.
At launch, my game downloads an AssetBundle. Once the download finishes, it unpacks it, caches it, and proceeds to the game. This has worked fine for approximately a month. I have made no changes to any relevant code recently - I have spent the past few days developing new content/meshes/textures, not coding.
Starting today, for seemingly no reason, I started receiving this error when the AssetBundle finishes downloading:
Because the AssetBundle is never unpacked or cached, the game breaks, and I can do nothing.
I have not installed any new software.
I am running Unity Editor as an administrator.
My hard drive has several hundred free GB of space.
I have not changed any permissions or added any new users to my machine.
I am running a relatively new (<1 month) Win10 install.
Everything worked fine for approximately a month before encountering this error. I have not made any significant code changes.
OLD VERSIONS OF THE GAME STILL WORK. I can run my build from 3 days ago and everything runs fine. But when I roll back my code to 3 days ago and recompile, it fails.
Upgrading the Unity Editor from 5.2.2 to 5.3.2 did not fix this problem.
Updating to the latest version of the Unity Web Player did not fix this problem.
Disabling Windows Defender (my only antivirus software) and Dropbox did not fix this problem.
Manually setting the cache folder to no longer be read-only did not fix this problem. (It automatically reverts back to read-only.)
The cache directories are not being indexed by Windows.
I am out of ideas and exasperated. It looks and feels like there is some other software interfering with Unity Web Player's ability to move things around, but I have no idea what else to try.
The same exact thing happened to me, and apparently at the same time. It looks like we're on two different operating systems (I'm on OSX), so it couldn't be tied to some kind of an OS update/push. It's very strange. I also thought maybe it was a server config issue where something had been accidentally overwritten, (e.g. $$anonymous$$imeType), but no.
For me, serving the files locally is not an option, as the app is hinged on the ability to add/update remotely, including textures.
In your reversion, do you know what specifically was different about it? In my case, I tried an older version of the main project, and it seemed to work fine -- if I revert, I lose a significant amount of work -- but that may be the only course of action.
It would be nice to hear from Unity on this -- or maybe I'll just file a bug report.
Thank you for posting, @fek ; at least I know I'm not crazy!
Cheers
I just had this issue, but in the Editor
in my case I was loading a .manifest by hand using WWW and then downloading the bundle itself right after (was trying to see if I could derive the bundle hash by hand). Downloading the .manifest by hand resulted in an error saying no audio file was found in the downloaded bundle (or something like that), after which the "Unable to move cache folder: ... destination exists" appeared. Commenting out the .manifest code doesn't help, and the folders referenced in the Error do not exist!
Answer by fek · Feb 19, 2016 at 12:41 AM
I have narrowed this bug down to the specific AssetBundle I was trying to load. Reverting to an older version of the bundle eliminated the issue.
I have no idea what exactly caused the AssetBundle to be problematic. All I did is add a few more textures to it. As far as I know, AssetBundles do not have a filesize limit, and even if they do, the filesize was 6MB (16.4MB uncompressed).
I'm circumventing the issue by simply loading those textures from a local directory instead of an asset bundle, which is something I've been meaning to do for a while, anyway.
Still, though, I'm scared to death that this bug is going to come back to haunt me later.
Answer by AbleArcher · Jun 21, 2017 at 04:22 PM
In my case, there was a code issue. The path I provided UnityEditor.AssetDatabase.CreateAsset was bad. As the console shows nothing on force quit, the cause is not obvious.
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