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1
Question by cbunseng · Feb 25, 2012 at 03:11 AM · iosassetbundle

Can't Load Assetbundle On IOS

Hi all.

i was trying my best not too ask question. but i could not get it to work. been working on asset bundle for sometime now. i was able to create the asset bundle and it work perfectly with osx and web. but i can't get it to load on on the iPhone. look around for the answer, and here what i found. http://www.chrisdanielson.com/2011/05/03/unity3d-file-assetbundles-on-the-iphone/

but it does not seem to load in local and web. and i wondering if you guys let me know what did i do wrong. i know apple stick us from assess var/mobile.. so is there any way i can make it work?

P.s. i already build the asset success and i try to place it in Xcode. thank in advance.

Thank in advance.

Here my loading code


 using System;  
 using UnityEngine;
 using System.Collections;
 
 public class Example : MonoBehaviour {
     private WWW www;
     private AssetBundleRequest gameObjectRequest;
     // Use this for initialization
     IEnumerator Start () {
         //TODO: change the name of the file below!!!
         String strPath = "file://" + Application.dataPath + "/../iphone-prefab-sphere.assetbundle";
         Debug.Log(strPath);
         www = new WWW(strPath);
         yield return www;
         /* TODO: change the name "Box" to match the name of your prefab that you compiled into the assetbundle on step 1. */
         
         //AssetBundleRequest request = www.assetBundle.LoadAsync("Sphere", typeof(GameObject));
         yield return request;
         Instantiate(request.asset, new Vector3(3f, 0f, 0f), Quaternion.identity);
         Instantiate(request.asset, new Vector3(0f, 0f, 0f), Quaternion.identity);
         Instantiate(request.asset, new Vector3(-3f, 0f, 0f), Quaternion.identity);
         www.assetBundle.Unload(true);
     }
         void Update() { }
 }

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avatar image Dreamora · Feb 26, 2012 at 09:14 AM 0
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I'm sure I asnwered this question already, that the path is completely incorrect for mobile and that you better would use www.loadfromcacheordownload ins$$anonymous$$d of going this manual path as the manual path will require a 7zip decompression of the asset bundle on each load while the cache will store it decompressed directly

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