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How to download XRReferenceImageLibrary From Asset Bundle in AR Foundation
I m trying to dynamically download and assign XRReferenceImageLibrary for augmentation in AR Foundation.
For some reason, It's getting assigned but not working.
I tried loading from the resource library and it was working.
Is it even possible to load scriptable objects from AssetBundle?
Thanks In Advance.
Scriptable objects are assets, so they can be downloaded via asset bundle. You can't download new code from asset bundle because it should be compiled with build. Try do download something else via AB, maybe there is some other issues with your workflow.
@misher I think you might be oversimplifying the nature of the problem here: I have an entire app that has no problem downloading everything including other scriptable objects except the XRReferenceImageLibrary asset from the asset bundle, and I have all the scripts in place to support it in the asset-loading project but it still won't load XRReferenceImageLibrary assets from bundles. When I try it appears to complain about not being able to find what looks like a local path.
When I checked the source of ARFoundation, I found it uses a sealed class to actually perform the load. Based on the error message I'd believe this is somehow using a non-standard method to load a dependency that asset bundling doesn't support. That's however only a guess.
@javid_setty did you ever get this resolved? What did you need to change in the end to make it work?
Answer by danieilng21 · Mar 09, 2021 at 03:45 AM
XRReferenceImageLibrary is compiled during build. Look up MutableRunTimeReferenceImageLibrary. Instead of download reference library, try download images and add into the library created and enabled the ARTrackedImageManager and TrackedImageInfoManager that come with the sample. Had tried it, worked great for me.
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