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Question by wangqw1215 · Sep 05, 2011 at 02:58 AM · iphoneassetbundle

About loading assetbundle in iphone

when i create a assetbundle and put it in the application.data path in iphone manually,then in the code ,i use the www to load the assetbunld, but it just return the error "load assetbundle fail" and the www.assetbundle is null.can anyone help ,thanks. i just use BuildPipeline to create the assetbundle.and the code is ok on windows and mac platform.

and i print the www.error msg ,it is "bad URL".but i can download the file from web browser. //the console message as below: //my assetbundle url to load by www

file:///Users/ios/Library/Application Support/iPhone Simulator/4.1/Applications/ABF0D1D0-F88B-41BC-883F-601BC0BC50D1/demo3.app/Data/../AssetBundles/CharacterElementDatabase.assetbundle

(Filename: /Applications/buildAgent/work/842f9557127e852/Runtime/ExportGenerated/iPhoneSimulatorPlayerUnityLib/UnityEngineDebug.cpp Line: 34)

(Filename: /Applications/buildAgent/work/842f9557127e852/Runtime/ExportGenerated/iPhoneSimulatorPlayerUnityLib/UnityEngineDebug.cpp Line: 34)

Failed to load asset bundle

(Filename: /Applications/buildAgent/work/842f9557127e852/Runtime/Misc/AssetBundleUtility.cpp Line: 185)

bad URL

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avatar image Leonidax · Feb 09, 2012 at 06:13 PM 0
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I have the same problem:

public static string AssetBundleURL { get { if (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer) { return Application.dataPath + "/assetbundles/"; } else if(Application.platform == RuntimePlatform.IPhonePlayer) { return "file://" + Application.dataPath + "/Raw/assetbundles/"; } else { return "file://" + Application.dataPath + "/../assetbundles/"; } } }

I already checked if the files are in the path

file:///Users/dev/Library/Application Support/iPhone Simulator/5.0/Applications/E01747A0-F487-4415-825B-6095FDCBEE6E/rb.app/Data/Raw/assetbundles/ios.assetbundle

and they are...

But I get the following error:

bad URL

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Answer by jonas-echterhoff · Sep 05, 2011 at 12:07 PM

It looks like the url you are trying to use is a local path on your computer:

file:///Users/ios/Library/Application Support/iPhone Simulator/4.1/Applications/ABF0D1D0-F88B-41BC-883F-601BC0BC50D1/demo3.app/Data/../AssetBundles/CharacterElementDatabase.assetbundle

This will of course not work on your iPhone.

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Answer by chiodo80 · Jan 17, 2012 at 06:52 PM

Hi, I've a similar problem. This local path seems fine to me. Usually with native iOS you load file with NSURL url = [NSURL urlWithString:@"file://..../Documents/filename"];

 var urlFile = "file://" + GetiPhoneDocumentsPath() + "/savedassetbundle.assetbundle";
 Debug.Log("---> loading file from: " + urlFile);

 downloadFile = new WWW (urlFile);

 yield downloadFile;

 var    assetBundleFile  = downloadFile.assetBundle;
 if(assetBundleFile==null)
 {
     Debug.Log("---> file not found");
     return;
 }

On Unity this doesn't works... does anyone knows why?

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Answer by Fehr · May 11, 2012 at 04:05 PM

I found this really helpful, hopefully others looking here will too:

http://www.chrisdanielson.com/2011/05/03/unity3d-file-assetbundles-on-the-iphone/

It is possible to get access to files in the XCode project by first getting Asset.DataPath, and traversing the directory one level to files within the root of the xcode project, eg:

 "file://" + Application.dataPath + "/../Packaged_iOS/" + bundleGroupNames[type] + ".unity3d";
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