Hi,
We are using our own caching system for downloaded assetbundles.
From the blog:
From the docs:
https://docs.unity3d.com/2020.1/Documentation/ScriptReference/Networking.UnityWebRequestAssetBundle.GetAssetBundle.html:
So the final question:
Would the memory usage ok (e.g. using a ring buffer or the like) when using AssetBundle.LoadFromFileAsync or AssetBundle.LoadFromFile when using BuildAssetBundleOptions.ChunkBasedCompression or BuildAssetBundleOptions.UncompressedAssetBundle or, should we always use UnityWebRequestAssetBundle for that to have the best memory usage?
Thank you.
Regards
André