two caching questions...

I have two questions related to caching…

  1. If I buy an expensive special license, I can apparently have my web player cache asset bundles locally, downstream from the browser cache. Does this caching also work for a streaming web player’s primary data stream, the one containing all the levels, or does it only cache asset bundles?

  2. For some reason, I was thinking that when 2.6 came out, it would have this asset bundle caching available for standalone builds without needing a special license (i.e., beyond Pro). In other words, I would be able to use the WWW class to download asset bundles to my standalone build, and they would or could be cached by the game engine somewhere, and I wouldn’t need a special license beyond Pro to do that. However, I couldn’t find any API calls for such functionality in the 2.6 scripting reference. Am I remembering completely wrong here?

Thanks for any info!

As I can’t afford an expensive special license, I can’t answer this one. Only make assumptions.

If it’s a standalone, there’s no need for Unity to have any built-in cache. After all, through dot.net you have full filesystem access. Simply take what you retrieve via the WWW class, dump it to disk. At that point you can use the same logic, using a file:// url to access the data.

Thanks, Quietus, that’s a good point to make. In fact, we did code up our own caching mechanism for asset bundles. Nevertheless, I’d really like to see Unity’s API for it and try it out, if it’s really available for 2.6. I’m beginning to suspect, though, that either it didn’t make it into this release, or I’m just totally wrong that it was even going to be in the standalone.

Any Unity employees want to chime in on my two questions?

Thanks.

You will have to contact sales@unity3d.com with questions on the caching.
As it is a private special license you won’t get any infos here likely.
Any special functionality related to it is not present without the license (given there is any special function for it actually and not just access to System.IO to something like a cache:// protocol

also as mentioned for standalone you don’t need it. you can download it to harddisk and use WWW with the file://(/) protocol to use the assetbundles :slight_smile: