I am loading asset bundles using UnityWebRequestAssetBundle.GetAssetBundle() per the documentation. Supposedly it automatically handles caching (I pass in a version number). However, I’m not certain that my WebGL build is using cached bundles. Every time I refresh the app, it appears that it is downloading the bundles again, just based on how long it takes to load them. It could just be the amount of time the WebGL version takes to OPEN them even if cached, I don’t know. Is there anything I can do to see that it’s using bundles from the cache?
There is a Caching class with some static methods that are exactly what you need. Specifically the IsVersionCached method. Just keep in mind that the overload that uses a version int is deprecated and you should use a Hash128 instead.
Hope this helps!
Documentation: Unity - Scripting API: Caching.IsVersionCached
Thanks. That could help me know if there is a cached version, but I’m still not sure whether that function I mentioned is actually USING a cached version. The documentation on that function doesn’t seem to mention whether it caches and uses a cached version. Is there some logging that can be enabled or something?