Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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
1
Question by yosh · Jun 22, 2011 at 07:43 AM · assetbundleassetdownloadstreaming

Stream lots of AssetBundles at scene start smoothly...

Hi, when i start running my game, i have lots of assetbundles to load (10-15 bundles). In a foreach loop of my start-function, i call my assetbundle-download method. Here i´m using the AssetbundleRequest and loadAsync functions. At the same time it downloads my assets, i want to visualize a loader progress bar. Unfortunately the progressbar is stuttering because of the high impact of the downloads.

Here´s a snippet of the assetloading function:

 _download = new WWW(_path);
 yield return _download;
 
 if(_download.isDone == true) {
  // DL complete 
 if(abr.asset != null && abr.isDone) 
 {                
     // Save Assets
     _objectDownloadComplete = abr.asset as Object;
   
     _download.assetBundle.Unload(false);
     _download.Dispose();
     _download = null;
    }

I´ve changed nothing on the Application.backgroundLoadingPriority . What´s wrong with that code? Any ideas how to stream the assets into the scene smoothly without any disturbance? Would be great to know. Thanks for your time and help.

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
1
Best Answer

Answer by Dreamora · Jun 24, 2011 at 01:52 AM

You are not doing anything wrong. But even if you use asset bundles, it will not go totally stutter free as there is a short hold when the textures are bound upon first rendering. How long that "short" is depends how optimized your bundles were for realtime streaming.

I assume you are trying to load all this bundle during normal playing right if you mention stuttering?

If not, you can use LateUpdate to update the download status variables, then it won't jump around or alike and it should work fine normally. But perhaps your progress code is the culprit.

The progress bar, out of my experience, will never be fully fluent if thats what you are hoping for, it will always jump in some form as the bundles update the progress basing on the content items loaded not the filesize percentage, if they do it at all.

Comment
Add comment · Show 1 · 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
avatar image cregox · Apr 11, 2012 at 02:06 PM 0
Share

@yosh Adding to all this, increasing the number of bundles and reducing their size will give you more control on the gaps between each bundle thus enabling you to $$anonymous$$imize the hipcup effect by adding bundle-loading delays there. Think about it! ;)

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Asset Bundles download at runtime 1 Answer

Iphone downloadable content restrictions 1 Answer

Accessing a downloaded AssetBundle 1 Answer

What should I do with AssetBundle manifest ? 0 Answers

Alternative to BuildStreamedSceneAssetBundle ? 0 Answers


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