Unity 3.4 Caching

Hey Community,

I was wondering if anyone has some information on Unity 3.4 caching? I understand the WWW class can cache using this:

I’m curious about the WebPlayer and the Streaming checkbox. I understand how the streaming works, but I’m curious if it will be added to the new Unity 3.4 cache and not download again until updated?

If not, What is the best method of separating Unity scenes into separate bundles to be downloaded with WWW.LoadFromCacheOrDownload.

Thanks In advance,

~DisTurBinG

Web players will cache automatically unless the player changes their settings or is out of space.
The caching assets thing is new for standalone players but has always been present in web players.
The best way to use asset bundles is to split the game up into chunks so that some players don’t need to download every asset if they’re not going to see it usually for DLC or something but also can be useful for very large projects which unity my struggle with editing. Or when more than one person wants to edit a scene at the same time they can pull each of their parts together with asset bundles loading scenes additively

The webplayer caching thats linked there is not the same thing as browser caching which is free but basically out of your control.

Also it was not always there. It was added in Unity 2.6 and aside of the 50mb shared, it requires a per project special license you can aquire from UT which has a revenue share model if you want to use this cache on webplayers

Thanks for the quick replies guys.

Cool, Yeah I totally understand the differences in web browser cache and the actual caching, which is why I was excited to hear about it in Unity 3.4.

Anyways:

@dreamora
So What I got out of your guy’s replies are, Yes, The web player will automatically use Unity Caching (Not Web Caching) to cache each level.

Correct?

Secondly, What is this ‘shared 50MB space’. I understand that they allow 50MB and I know the model of the additional licensing for more space, but what do you mean by shared? Please don’t tell me that every unity game out there shares 50MB on one client? If so, please prove it in an article.

Thanks in advance,

~DisTurBinG

No thats not correct.
The unity caching does nothing at all unless you use LoadFromCacheOrDownload which works for asset bundles.
So a streaming webplayer and alike won’t use unity caching at all

  1. Every single unity webplayer, when using cache, fights for the same global 50mb available for free. If you want explicit cache for your application you must license the addon license from UT directly.

Fixed:

Found source, thanks for the clarification.

http://unity3d.com/unity/whats-new/unity-3.4

Shared caching… No fun :frowning:

~DisTurBinG