I’m trying to download an Asset Bundle through a link online, in the Unity Editor it works perfectly, it’ll download the bundle and put it into the scene, although when I build the project and put it onto my iPhone, it’ll download the model but it doesn’t instantiate it.
IEnumerator down() {
print ("Start Download");
//Download from URL
var www = WWW.LoadFromCacheOrDownload(BundleURL,4);
//While the bundle is downloading...
while (!www.isDone) {
//Show percentage of download complete
tex = ((Mathf.Round(www.progress*100)).ToString())+"%";
if(tex == "0%") {
tex = "Loading...";
}
text.GetComponent<Text>().text = tex;
text2.GetComponent<Text>().text = tex;
text3.GetComponent<Text>().text = tex;
text4.GetComponent<Text>().text = tex;
text5.GetComponent<Text>().text = tex;
yield return 0;
}
//If Download failed, produce error
if (www.error != null)
throw new Exception ("WWW download had an error:" + www.error);
//Else if download successful, Instantiate it.
AssetBundle bundle = www.assetBundle;
if (AssetName == "")
tank = Instantiate (bundle.mainAsset) as GameObject;
else
tank = Instantiate (bundle.LoadAsset (AssetName)) as GameObject;
bundle.Unload(false);
//Interact with other GameObjects and tank's transform.
newobj.GetComponent<ContentManager> ().AugmentationObject = tank;
tank.transform.parent = obj.transform;
tank.transform.localScale = new Vector3 (1, 1, 1);
print ("Finished!!");
//Run TextFinished Code
StartCoroutine( TextFinished ());
}
This is the code I’m using, on mobile the download percentage will hit 100% and nothing else will happen. Then if I try to download it a second time it’ll be stuck on 0% almost like it’s trying to grab it from the cache.
For extra information, I’m using Vuforia’s Cloud Recognition to download an asset based on the image it’s viewing.