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Asset bundle variants for android and iOS
Hi, I'm developing a game for Android and iOS devices and I'm trying to use asset bundles manager (from bitbucket) to have "hd", "md" and "sd" variants for my assets, so I would like to know:
1. is it possible to use iOS app slicing without enabling ODR? if it is, how do I enable app slicing feature?
(In the main file i see the conditionals #if ENABLE_IOS_ON_DEMAND_RESOURCES
and #if ENABLE_IOS_APP_SLICING
separated on different sections as if it where possible to do so but in Player setting only when I enable on demand resources the variant settings appear)
2. I'm trying to load assets variants from a device by installing the app already with them, so how do I do this? (based on the example LoadVariants I created some sprites, put them asset name and tags, built them, and used AssetBundleManager.SetSourceAssetBundleURL("file:///" + Application.dataPath + "/AssetBundles/");
to try to force the manager to not download but find them within the app but when I export for iOS I see it expects a server or web page to connect so it never loads them...perhaps I should use Assetbundle.LoadFromFile but www should still manage or it could be the path that is incorrect...)
Thanks in advance.
I managed to make the second point to search for a file (it now does not says there's a connection error) by making the build for release (it was in development), but now It seems to search for the assetsbundles in the file path mentioned but nothing more happens (it never loads the next scene with the variants), is it possible that the path is incorrect or just that the bundles are not there until downloaded ?
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