Having this same issue (5.3.0f4, 5.3.1f1, etc). Android works fine. On iOS (iPadMini, iPad2, etc linked to XCode), downloading bundles fine for the first few then run into this crash/exception:
Unable to open archive file for writing: ‘/var/mobile/Containers/Data/Application/2144CC8A-6BDD-4CF8-801C-658688275CCE/Library/UnityCache/Temp/347cd6c4f87084f18afe6f8b04f40bd1/__data’
After this error, receive another within XCode:
Failed to decompress data for the AssetBundle ‘file:///ASSETPATH.unity3d’.
This is only happening when trying to access the asset for the first time. After the asset is cached (have to restart the app after the error), we’re able to get past. However… with more bundles, this happens again and again until each asset is cached appropriately.
This may or may not be related to the amount of bundles loading/unloading as we haven’t had this issue with prior full releases of Unity.
I just ran into this but not using LoadFromCacheOrDownload. I’m using AssetBundle.LoadFromFileAsync. AssetBundle.LoadFromFile works fine. I’m thinking its to do with my compression setting. I’ll try LZ4 format later.
Would you mind posting the piece of code you are using to load the AssetBundles from the StreamingAssets folder? I’m still getting the “Unable to open archive file” error.
Just a reminder, we don’t have an official file extension “.unity3d” for asset bundle, it’s not mandatory. You can use whatever file extension as you want, or without file extension.
But usually people use “.unity3d” as the file extension just because we used it in the official sample code at first time…