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Question by Vitamin · Feb 14, 2017 at 10:27 AM · iosassetbundleresourcesmanager

How to load scenes from AssetBundle using AssetBundleManager

I am using AssetBundle Manager (https://unity3d.com/ru/learn/tutorials/topics/scripting/assetbundles-and-assetbundle-manager) to make asset bundles of scenes. Then those bundles used as On Demand Resources for our IOS game. I am using "AssetBundleManager.LoadLevelAsync" method to load scenes from bundle. In "Simulation Mode" of AssetBundle Manager everything works perfect, but on Ios device or in Editor but without Simulation mode scenes doesn’t load with error "scene couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded". But ODR are working and bundle is downloaded in this moment. What is wrong?

Code that I used (taken from AssetBundle manager sample):

 // Load level from assetBundle.
         AssetBundleLoadOperation request = AssetBundleManager.LoadLevelAsync(sceneAssetBundle, levelName, false);
         if (request == null)
             yield break;
         yield return StartCoroutine(request);
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Answer by PixelSpartan · Feb 14, 2017 at 05:02 PM

Well the scene isnt added in build settings

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avatar image Vitamin · Feb 14, 2017 at 05:43 PM 0
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But If I add scenes in build settings they will go to build and why then add them to bundles?

avatar image PixelSpartan Vitamin · Feb 14, 2017 at 09:14 PM 0
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I dont think you can load without adding

avatar image MarshallN Vitamin · Feb 15, 2017 at 12:33 AM 0
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Can you post your script so that we can see what you're doing?

avatar image Vitamin MarshallN · Feb 15, 2017 at 08:14 AM 0
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I just used One method from sample project:

 // Load level from assetBundle.
         AssetBundleLoadOperation request = AssetBundle$$anonymous$$anager.LoadLevelAsync(sceneAssetBundle, levelName, false);
         if (request == null)
             yield break;
         yield return StartCoroutine(request);

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