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Question by Robert-Castle · Aug 10, 2012 at 01:31 PM · assetbundlecachebuildpipeline

Can't load objects from asset bundle when using AssetBundle.CreateFromFile

I have an uncompressed asset bundle with a main asset and multiple additional assets. If I load the asset bundle using WWW.LoadFromCacheOrDownload() everything is fine. However, I do not want to use the cache as the bundles are already on disk and rather large.

AssetBundle.CreateFromFile() does load the asset bundle. It reads the main asset and I can check to see if the assets are in the file using Contains(). However, when I try to load them Load() returns null.

I am building my asset bundles like this:

BuildPipeline.BuildAssetBundle(mainAsset, arrayOfObjects, savePath, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.iPhone, BuildOptions.UncompressedAssetBundle);

Is there something I am missing either in my build process or in how AssetBundle.CreateFromFile() should be used?

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avatar image Andy Buchanan · Feb 12, 2013 at 01:55 PM 0
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Don't suppose you found out what was wrong?

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Answer by Robert-Castle · Feb 15, 2013 at 01:27 PM

No, sorry. I ended up just using LoadFromCacheOrDownload with the version set to 0, which I believe avoids caching (I would have to check the Unite 2012 video "Asset Bundles : Creative Uses and Best Practices" to be sure).

I have not tested it in Unity 4 yet, either.

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