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How does the webplayer caching work?
This question consists of two parts:
How does the regular (browser) caching work for webplayers?
How and for what files does the new unity-supported webplayer caching work? (This was added in 2.6, clients can change their settings here: http://cdn2.unity3d.com/setup/)
Answer by jonas-echterhoff · Dec 24, 2009 at 03:23 PM
This is really up to the browser developer. Browsers may choose to cache data locally in whatever scheme the browser developers come up with. Typically browsers will not cache as large data amounts as the unity supported caching, and will readily overwrite the data when it hasn't been accessed recently.
Unity built-in caching will cache assetBundles, so really any data used by Unity content can be packed into asset bundles and cached to the disk. Which files are to be cached can be controlled by content developers, up to a per-content limit of allocated disk space.
I've found an answer to 2: You need to buy a special license to make use of that new cache, which uses the cache setup page. The price of this license is "much higher" than a Unity Pro license, and therefore not something indie developers would need to consider.
Answer by Rockhound · Jan 28, 2010 at 07:40 PM
Jonas,
Can the Unity built-in caching also cache a streaming web player's data stream containing all the levels, or is it restricted to caching asset bundles?
it will only cache asset bundles - but nothing is stopping you from storing all your levels in asset bundles.
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