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Caching AssetBundle downloaded previously without using WWW.LoadFromCacheOrDownload
Hi to everybody,
I need to cache all my AssetBundle downloaded, but the metod LoadFromCacheOrDownload is static so I can't pass and WWWForm to add the necesary Authentication.
Anyway, if I create an instance of WWW, it is possible to add the Authentication but the AssetBundle downloaded is not cached by default.
Maybe there is an easy solution I couldn't find it!
Thank you very much in advance,
Elena.
no love for elena? lol. seriously though, this is a good question. Asset Bundles are one of the most important features for shipping a size-sensitive mobile game, yet they've been the shakiest thing to work with in Unity (or any asynchronous HTTP-related function for that matter). I saw the Unite 2012 video where those guys from Canada gave an informative presentation on how Asset Bundle support has been improved --- it gave me enough courage to attempt using them again. For the most part things work, but I still find a lot of issues.
Anywho, that's a long-winded way of saying "I am interested in this answer, does anyone have it?"
Just encountered this issue, would be nice to know if it's a problem or whether I just haven't found out how to do it. Will keep looking. http://answers.unity3d.com/questions/394036/www-class-with-authentication.html
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