The assetbundle manifest is an important one, as it allows you to query all available bundles and gather dependencies. You should not upload them to your server or download / load them in your app. manifest are used by the editor for incremental builds, and serve no purpose at runtime. And an extra assetbundle containing exactly 1 asset of the type AssetbundleManifest, stored in the same output folder and named after the folder its stored in The assetbundles themselve, stored as the name you gave them without extension. So there are three types of files when using Unity's built in assetbundle build system. That, or you can unload the bundle after you're done loading assets from it: Once you've loaded it the first time, you should store a reference to it and use that instead of calling GetAssetbundle again. manifest-files from a WebServer and I couldn't find anything useful with google aswell and I think thats pretty weird.ĪssetBundle with that name is already loaded means you're loading the same bundle (or a bundle with the same name) in the same app session twice. The docs do not have an entry about downloading. manifest-file from my WebServer aswell, but it just does not work. manifest-file to see whether a Bundle was already loaded or not. I read the docs and some posts and it was said, I could use the CRC inside the. So UnityWebRequest caches the downloaded AssetBundle. So when I try to download the AssetBundle with UnityWebRequest it works just fine, but once an AssetBundle is tried to be downloaded a second time, an error occurs "AssetBundle with that name is already loaded".Ĭurrently, I only download the file 'assetBundle' from my WebServer. Lets say, an AssetBundle 'assetBundle' contains 1 single Asset 'assetA'. So currently I am trying to make all my AssetBundles downloadable from a server.
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