Hello,
I’ve been working on getting assetbundles to work in my game. Initially, I looked at the AssetBundleManager from Unity on the asset store but it was missing some crucial features. Thus I decided to go on an adventure and implement a manager myself. Sadly, I’m getting a bit confused by all the different possibilities that exist to download & cache these bundles.
Downloading the bundles
The manual provides an example to download bundles in its assetbundles section here. In this example, the WWW object is used.
But when I look at UnityWebRequest, it claims that it “[…] is a replacement for Unity’s original WWW object.” It goes on to show some useful examples. Naturally, I figured I want to use this instead.
Q1: Perhaps it is a good idea to change the documentation on asset bundles to use UnityWebRequest instead?
Caching the bundles
In caching, it becomes even more confusing for me. I know of 3 ways to check for cached bundles, of which the last one is particularly confusing to me:
- Through WWW: WWW.loadFromCacheOrDownload
- Through UnityWebRequest : DownloadHandlerAssetBundle (only when using version parameter)
- Through Caching: Caching.IsVersionCached
Q2: Does the Caching class ONLY work for the WWW object, or also for the (supposedly new & improved) UnityWebRequest?
Q3: It looks like Caching is the only object with which you can check the version WITHOUT loading the assetbundle itself like the first 2 options, is this true?
Q4: If Caching doesn’t work for UnityWebRequest, is there any way to only do a version check with UnityWebRequest that I have missed?
ps.
I hope I put this in the right sub-forum, to me it feels like more of a documentation question rather than a technical one.