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Encrypted asset bundles and memory
I asked about this last week and I think I may have posted the question in the wrong area. Please let me know if this is in the wrong section of the forums.
I'm looking to reduce large uses of memory when loading encrypted asset bundles. I have some large, encrypted asset bundles that are unencrypted and loaded/unloaded at run time depending on what the user asks for. In some situations, I need access to a lot of these bundles at once, and I'd like to use the disk to alleviate some of the load off of memory so I don't get a large spike of RAM use.
With my understanding, because my assets are encrypted, I can't use AssetBundle.RecompressAssetBundleAsync() or the UnityWebRequestAssetBundle API without first unencrypting and creating temporary asset bundles which would use a lot of disk space and would take a ton of time at run time.
Addressables may be what I need to use, but I'm unsure of how to use them when my assets are created at run time through the decryption.
Thanks so much for any advice, I'm totally open to any suggestions because I may be approaching this problem completely incorrectly. I'm currently on Unity 2018.3 so maybe an upgrade would give me access to some tools that would help with this
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