- Home /
assets bundle download persistance on iOS
Hi,
When loading assets bundles on iOS platform, are they persistent if the application is closed ( and not kept in the background as a multi task). If they are stored, how persistent is this storage?
I am asking, because we are currently wondering if it's actually a viable solution over making an update of the app via iTunes.
Maybe it's documented but failed to find this info,
Thanks for your help,
Jean
Answer by jonas-echterhoff · Jan 21, 2011 at 09:17 AM
AssetBundles downloaded via the WWW class are not persistent across application runs.
For desktop platforms we have our caching solution to solve this - which is not yet available on iOS, but we are considering changing that in the future.
Edit:
For more information check this manual page - it describes how to cache AssetBundles to the file system yourself using .NET APIs, and thus implementing your own Caching on mobile platforms.
Yes please :) also I guess it's not just a question of feasibility, it's also a question of validation process by apple, because if you have your app and putting more content and script, apple is not gonna let that happen without going through the normal acceptance protocole isn't it?
As the manual page that jonas linked to shows: "Please note: Any game scripts included in downloadable content must also be present in the main executable."
So you can make asset bundles of anything you want except new code changes as that is one of Apple's stipulations to allowing downloadable assets as new code must undergo review. So adding new character art options or new levels are fine, so long as they use the existing codebase. :)
The real question here, though, is whether or not Apple finds out that you're doing it; Unity projects built for iPhone are built for the Unity V$$anonymous$$ into a mess of integers (everyone's had their Unity end crash on the device so no doubt everyone's seen this code) so Apple is not going to be able to tell that you have code to download these AssetBundles.
In fact, the code for downloading and opening AssetBundles is probably a standard feature in the V$$anonymous$$, since you're just downloading files like any other, and there's nothing stopping you from downloading normal files; it's just whether or not you want to risk getting caught ;)
Your answer
Follow this Question
Related Questions
best way to show iphone purchased assets 0 Answers
How to import the object from server to unity 2 Answers
How to allow premium users to build, upload, rate, and download user-created levels? 0 Answers
Loading assetbundle from usb storage on android 0 Answers
AssetBundle.Load() to Texture2D 2 Answers