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Question by eem · Aug 12, 2011 at 07:33 PM · assetbundleassetsstream

Way to download and load a new scene via AssetBundles?

I know you can download and load Assets via AssetBundles. But is there anyway you can download and load an entirely new scene in iOS?

I didn't think this was possible, but I ask because I downloaded the AssetBundles example from here http://unity3d.com/support/resources...etbundles.html

And in there it has a 'LoadAdditiveScene' example. I thought to load an AdditiveScene, you needed to include the scene in your original build of the game and go 'Application.LoadLevelAdditive'. But in the example it is trying to download the AdditiveScene.unity3d and then load it as an asset bundle, and then use Application.LoadLevelAdditive. What exactly is it trying to do here? Is there a way to export an entire scene, then download it, load it via assetBundles and then load it with Application.LoadLevel? How do you do that?

How do I export a scene to be able to do this with? I tried to build additiveScene as a webBuild with 'stream' checked. But when I do that it gives me the error that additiveScene.unity3d is not an assetbundle. If I use the Assets>Build Asset Bundles function with the AdditiveScene.unity selected inside of Unity, it says it can't include it in an assetBundle.

Could anyone help me here?

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Answer by LucasMeijer · Aug 13, 2011 at 09:12 AM

You can do it by using this buildoption.

http://unity3d.com/support/documentation/ScriptReference/BuildOptions.BuildAdditionalStreamedScenes.html

good luck.

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avatar image eem · Aug 15, 2011 at 08:08 PM 0
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Using this method can I bring a streamed scene into an iOS build of a game that uses scripts that weren't in the original build of the game?

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