Is there any build-in way to download and cache anything other than asset bundles. I’d be using asset bundles for my layout, but I don’t want to rebuild my entire bundle for the sake of editing 1 texture.
My approach is currently an json which contains the following:
- Path to the asset bundle containing the layout
- Paths to the json containing all data about the asset (numbers, text, image paths)
There would be a fair amount of asset bundles, each containing roughly 30-40 images.
I’m using WWW.LoadFromCacheOrDownload to cache my asset bundles, but it doesn’t work with textures.
WWWCached data can only be accessed using the assetBundle property! UnityEngine.WWW:get_texture()
Would there be a build-in way to cache it, or would I have to write the system myself?