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Question by Digitalos · Jun 07, 2011 at 02:53 AM · assetbundle

Error Message "Failed to load asset bundle"

I am seeing this error message appear on OSX, and on Windows when streaming the iPad platform asset bundles I have created. Some of these may not be present yet and so it is suggested to check for errors and handle these as they arise, according to my research. These checks are as follows:

I am checking to see if the stream had an error via:
if(myWWWReference.error != null)

I am also checking to see if the assetbundle reference is null via:
if(myWWWReference.assetBundle == null)

Neither of these checks catch anything or indicate any issue.

I then assign my AssetBundle from the stream to a generic object reference (this is done because our caching system caches all sorts of object types, not just AssetBundles) via:
myObjectReference = myWWWReference.assetBundle;

This line triggers the above error message, included in full here:

Failed to load asset bundle
UnityEngine.WWW:get_assetBundle()
c__IteratorE:MoveNext()

I've tried pretty much everything I can think of, to detect this 'error' which Unity is flagging, but nothing works.

Has anyone had this, and found a solution?

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Answer by tnetennba · Jun 07, 2011 at 11:46 AM

Asset bundles will only work between certain platforms.

Android will only work with android and the editor. IOS will only work with IOS devices and the editor. Asset bundles built for a standalone will work with standalone players,webplayers and the editor. Asset bundles built for a webplayer will work with webplayers, standalone players and the editor.

We will be adding some new documentation in the next release on asset bundles that should answer all the common questions that people have on the subject.

 Platform compatibility for AssetBundles
             Standalone    Webplayer    iOS    Android
 Editor        Y            Y            Y    Y
 Standalone    Y            Y          
 Webplayer    Y            Y          
 iOS                                      Y     
 Android                                       Y
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avatar image Digitalos · Jun 07, 2011 at 11:52 AM 0
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Hi RoflHarris, thanks for this reply, however this is occurring within the editor. By your information, it seems that the ipad assetbundles should work in the editor, and on the platform they are designed for, in this case the ipad. However this is not what is occurring.

avatar image tnetennba · Jun 07, 2011 at 01:17 PM 0
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Do you have the code that you are using to load the asset bundle in it entirety. The only other thing that I can think of off hand is this:

myObjectReference = myWWWReference.assetBundle;

What type is myOjectReference?

avatar image Digitalos · Jun 07, 2011 at 01:20 PM 0
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Hi RoflHarris, the myObjectReference is of type System.Object

The code doesn't belong to me and so I would need to get permission before I post it publicly, but I can say that the base code functionality is from the AssetBundle demo package. It works for the desktop assetbundles, only the ipad assetbundles fail in this way in the editor.

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