Caching without the Caching License

Hi,

I’ve read that with the latest version of unity we’re able to use the caching system up to 50MB without asking for the additional caching license.

My project is currently using asset bundles for a total of ~120MB (through the whole game experience, it’s not everything needed at the same time) but I only need to cache some of them (about ~25MB) so my question is… can i selective choose which assets will be cached and which won’t?
I’ve seen in the docs that there’s a function Caching.Authorize that could maybe be used but it requires a signature (that you get for your domain buying the caching license as far as i understood), the docs doesn’t really help…

Any help will be highly appreciated,
Thank you!

Yes you can be selective, just use WWW directly on those you don’t awnt to cache.
caching requires that you use the specific function that either downloads or caches it, its no automagic

Just keep in mind its 50mb global not just for your game so even stuff you cache can potentially not be there anymore at a later run

Caching license? Tell me more, I’ve never heard of it.
Do we need to pay to cache stuff? I don’t get it.

with the “specific function” you mean WWW.LoadFromCacheOrDownload, don’t you?

do i have to use any Caching.Authorize/Caching.enabled?

right, with the specific function I mean that one.

And unless you ahve licensed the Cache Addon License you can’t authorize yourself to my understanding.

@2dfxman: if you want to use webplayer caching beyond the 50mb shared for all unity apps, then yes. Available per project through sales@unity3d.com

What the, why would they do that? 1.5k isn’t enough for them?

Thats nothing new, has been like this since it was introduced with Unity 2.6 and its to my knowledge revenue share based. As I’m unsure if the percentage is project based I’m leaving that part out here, its up to you to negotiate with UT if you need it
and just to keep that in the back of the mind: prior to Unity 3.3 there was no 50mb at all, cache only through addon license!

From what I know the reasons for this steps are multifold, with one of them being that they don’t want to flood user computers with “dump data” basically and through the licensing thats granted.

I started a request last year asking for real web support with proper write limited storage thats under user control on a per app base as Unitys way of handling that is horrible at best (target is something like flash and silverlight have it too, found at http://feedback.unity3d.com/forums/15792-unity/suggestions/1152665-standard-limited-write-access-as-flash-silverlig?ref=title ) but it has not found a broad enough support yet as most people are likely unaware of the artificial limitation or its implications.

perfect, thank you for your help deamora :slight_smile:

Note that the 50M limit is a limit on the uncompressed size of the data, not the built size of your bundle. The unpaid version of caching is pretty limited – good for testing the API, but not a lot more.