Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ASubtitledDeath · Sep 18, 2012 at 04:01 PM · androidassetbundledownload

Android AssetBundle hangs on 100% download

Hi,

I have created an AssetBundle to supplement my Android .apk file and I am downloading it from my web server when the app starts up. The whole process works fine in the editor. On the device however the package downloads fine but then the app just stops doing any thing once it is finished.

I can't see and crashes or errors coming out of the device in the Dalvik Debug Monitor. The APK is just under 50mb and the asset bundle is about 20mb.

Here is the code I am using to load the package then load the main scene.

     // Use this for initialization
     void Start () {
         
         //load external assets
         StartCoroutine (LoadAssetBundle());
     }
 
     IEnumerator LoadAssetBundle (){
         // Wait for the Caching system to be ready
         
         while (!Caching.ready) yield return null;
         
         // Load the AssetBundle file from Cache if it exists with the same version or download and store it in the cache
         using(m_assetLoader = WWW.LoadFromCacheOrDownload (BundleURL, version)) {
             
             updateDisplay = true;
             yield return m_assetLoader;
             updateDisplay = false;
             
             if (m_assetLoader.error != null) throw new Exception("WWW download had an error :: " + m_assetLoader.error);
             
             DataStore.ASSET_BUNDLE = m_assetLoader.assetBundle;
             
             Debug.Log("LOAD COMPLETE");
             
             DontDestroyOnLoad(DataStore.ASSET_BUNDLE);
             Debug.Log("LOAD SCENE");
             
             //load scene
             async = Application.LoadLevelAsync("MainScene");
         }
     }
     
     void Update() {
         if (updateDisplay) {
             Debug.Log("LOADING :"+m_assetLoader.progress);
             loadDisplay.text = m_assetLoader.progress.ToString();
         }
     }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by appearance · Sep 25, 2012 at 10:23 AM

Hi,

Try add the following line after LoadLevelAsync:

 //load scene
 async = Application.LoadLevelAsync ("MainScene");    
 yield return async;

Also make sure that assetbundle contains "MainScene" (check for typos).

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to use AssetBundle on Android for external download 0 Answers

Downloading Asset Bundle on Android and Saving to File 1 Answer

Android: Additional data download 0 Answers

What should I do with AssetBundle manifest ? 0 Answers

Loading multiple Assetbundles causes a Crash 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges