Hi there. I’m unsure of whats causing this issue but here is what comes up in the webplayer log:
Asset bundle is incomplete
(Filename: C:/BuildAgent/work/d9c061b1c154f5ae/Runtime/Misc/AssetBundleUtility.cpp Line: 240)
This happens only in webplayer.
When i build the bundle(s) i use BuildPipeline.PushAssetDependancies and BuildPipeline.PopAssetDependancies and inside those calls i build the bundle(s) with the deterministic option so that i can have bundles that don’t need to be redownloaded when any part of the project changes.
When i load/create the bundles i get a byte[ ] off of a WWW and use AssetBundle.CreateFromMemory.
In Editor this is fine, all works. But in Webplayer i get the above message in log that happens some time between the call to CreateFromMemory or .assetBundle off the AssetBundleCreateRequest. .assetBundle returns null.
Additional info:
-I am mixing streamed-scene bundles in the pipeline as well.
-I am loading the bundles in the same order of dependancies i build them with.
-I am buidling multiple bundles between pushes, so that those between pushes do not directly depend on eachother ( it seems like this is supported going by file size of the built bundles )
Thoughts:
I went through all documentation i could find and searched for that error in google. You get absolutely nothing when you search “Asset bundle is incomplete” (with quotes).
The one peice of documentation that i’ve found that bothers me is here: Unity - Scripting API: BuildPipeline.PushAssetDependencies
Specifically this:
If its true (please let me know if it is) that i can’t encode my bundles at all ( which i am not currently, so its not related to this issue ) and i have to use WWW.assetBundle to load rather than going through the bytes manually; beyond better clarification of this in documentation unity really needs to do away with this requirement .