• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by Nacho84 · Jan 21, 2014 at 12:14 AM · assetbundle

Synchronously loading a texture from an asset bundle

Hi! I used to have some code that loaded textures from the Resources file. Something like this:

myTexture = Resources.Load(pathToTexture) as Texture;

Unfortunately, the file has grown so big that I was forced to move the textures into a group of asset bundles. The problem I'm facing now is that, before attempting to load a texture from an asset bundle, I need to download the asset bundle first using LoadFromCacheOrDownload. However, the loading process for asset bundles is asynchronous and needs to be done inside a coroutine, and my game is structured in such a way that I need to grab the texture when I need it as a single step. Is there any way to be able to load the texture from the an asset bundle in such a way that the above code can be replaced by something like this?

myTexture = SomeWrapperClass.LoadTextureFromAssetBundle(pathToTexture);

Thanks in advance for your help!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2

Answer by pitimoi · Jan 21, 2014 at 02:14 PM

Hi Nacho !

The coroutine used to download the assetbundle and to load a file from it is necessary to avoid your game freezing during this process. The best practice is to start your asset bundle download and your texture loading in a coroutine while showing a temporary texture or a loading panel to the player. Then, call a function when the download is finished to continue your normal program flow.

But, if for any reason you want to stop your application until the download is finished, you can call LoadFromCacheOrDownload in a normal method, then wait for the WWW to end the download, and continue your process :

 WWW www = LoadFromCacheOrDownload("http://my.asset.bundle/path");
 while(!www.isDone);
 if(!string.isNullOrEmpty(www.error))
 {
     // load texture here with www.assetbundle.Load
 }
 else
 {
     Debug.LogError("Unable to open the asset bundle : " + www.error)
 }

The problem with this way of using the WWW class is that if the download take 60 seconds to finished, the entire program will be stuck on the while(!www.isDone); and the player will have no other control on your application (for exemple, Apple certification could reject an application that freeze more than 15 seconds).

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to import the object from server to unity 2 Answers

How to auto find a component inside an assembly (dll)? 0 Answers

Load scene with navmesh from asset bundle 1 Answer

apply texture on OBJ files automatically in batchmode 1 Answer

Unauthorized use of Caching API in webplayer 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges