![]() ![]() The second parameter passed to LoadFromCacheOrDownload specifies which version of the AssetBundle to download. At this point, you are ready to load the objects contained in the bundle. ![]() assetBundle property, the downloaded data is extracted and the AssetBundle object is created. Assetbundle assetbundle = AssetBundle.LoadFromFile (Path.Combine (Application.streamingAssetsPath,"myresource")) This code is working perfectly fine but according to Unity documentation and forums, it should not work at all in Android due to fact the streaming asset will be zipped under a path like this: jar:// url. ![]()
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