In my game I use assetbundles which get sometimes updated by me.
When downloading an updated bundle it should realize that it was changed and automatically replace the old one (free memory).
I believe it has to be done using CRC-32 checksum, but I don´t know how.
The docs say:
The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.
Another source:
Can someone help?
Nobody?
Can someone tell me if it´s possible to delete a specific assetbundle from the (iPad) cache?
Hey, @Cascho01, did you sort it out?
I guess WWW.LoadFromCacheOrDownload. doesn’t delete a given assetbundle as much as replaces is by a new version if it is passed in the function arguments.
I am just wondering whether to download and read the manifest file prior to downloading the assetbundle and extract the crc number from it for using as the version number for WWW.LoadFromCacheOrDownload.
Or whether to modity my asset building script to automatically maintain the assetBundleVersionHistory file and get the version number from it.