Hello, I was trying to figure how to make the cloud content delivery system works to implement it at my mobile game… I was searching for a tutorial “how to”… but I was unable to make it work.
When I put this link at my “RemoteLoadPath” to load the 3D models, the full path of the http have an error, before the “?path=” appear a “/” character… I don’t know if I am doing something wrong here…
and the extra part of the path is this one “/q_quality_assets_all_420e91ff379905cd7239aac36cac4136.bundle”
I have tried to download the file without the “/” in middle and seems to work or something is downloaded but, at runtime it didn’t work. Is it a bug, error or something like that? or just a bad configuration from my part?
If you can give me an example of the configuration, that could be very helpful… I am gonna try several days more to make it works, but… if that is a bug from the code there is no much I can do.
I used several versions of the Addressables too, from 1.16.16 to 1.1.10 and also I migrate my game to a newest version of Unity the longterm from 2019. I test several thing and I still got the same error or similar.
At runtime or the build of the .apk.I can’t use the 3D models, cause the path error, I tested the download of the file out of Unity with the browser without the “/”. At Editor I got LogError messages, the first picture shows clearly the LogError and the path Issue.
Can I get a link of a project or demo of the CCD working with the runtime cloud downloading?
Yeah… I manage to make it works at StandaloneWindows64 built with no problem at Unity 2020.2.6f1, got some issues with the profile update RemoteLoadPath that didn’t change when I change it… so I need to rebuild the local files for that… something I was not doing before… also I got a problem related to Android which add to the RemoteLoadPath a “/” after the “?path=” as I said, for that I made the same to the StandaloneWindows64 but instead of using the inner folder files of the folder StandaloneWindows64 I use the whole folder as container for Android built… and also, it seems I need to update the profile RemoteLoadPath to the newest version of the Bucket at CCD… another thing I was not doing…
So… my path for Windows was ?path=bundle name
and for my Android version was ?path=Android/bundle name
I hope this is clear enough… but I got that “/” for android that make the RemoteLoadPath require the [Built target]
I was testing at my current version of Unity at another testing project for the implementation, and also I was able to make the build works for mobile at 2019.3.6f1. So problem solved.