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Question by smtabatabaie · Oct 31, 2014 at 08:28 AM · assetbundleassetscene-loadingpipeline

Loading assetbundle problem

Hi, I have this simple code for creating my asset bundle :

 [MenuItem ("Build/BuildAssetBundle")]
 static void myBuild(){
     string[] levels = {"Assets/main.unity"};
     BuildPipeline.BuildStreamedSceneAssetBundle(levels,"Streamed-Level1.unity3d",BuildTarget.Android);
 }

and I use above code to build asset bundle from a scene which in has a camera and a cube in center.

and I have this code to load it:

 using UnityEngine;
 using System.Collections;
 
 public class loader : MonoBehaviour {
 
     public GUIText debugger;
     private string url = "http://www.myurl.com/Streamed-Level1.unity3d";
     // Use this for initialization
     IEnumerator Start () {
         Debug.Log("starting");
         WWW www = WWW.LoadFromCacheOrDownload(url,1);
         if(www.error != null)
         {
             Debug.LogError(www.error);
         }
         yield return www;
         Debug.Log("after yield");
         AssetBundle bundle = www.assetBundle;
         bundle.LoadAll();
         Debug.Log("loaded all");
         Application.LoadLevel("main");
 
 
     }
 
     // Update is called once per frame
     void Update () {
     
     }
 }

The problem is seems to be when it gets to get to loadAll it stops.

I'll appreciate if anyone can help me with this.

Thanks very much

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Answer by MEDIALLIANCE_2 · Mar 18, 2015 at 01:45 PM

Which platform?

I've got the same problem. It works fine on PC but not on Android. The limitation I see, is that bundles are not fully compatible from PC to Android. Try to create your bundle under the correct platform.

-EDIT- I tried, and that was it: bundle creation under the correct platform.

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