I need to download big files (hundreds of megabytes). It is not feasible to download them “normally” with UnityWebRequest using a DownloadHandlerFile because if the download fails for some reason, you have to re-download the whole file.
I found out in this thread that it should be possible to download files in chunks using the Range header. So when you add the header with myUnityWebRequest.SetRequestHeader(“Range”, “bytes=0-1023”) you only received the first 1024 bytes and the responseCode is 206 (partial content), as expected. But what then? How does one set up the download handler so it would append the downloaded bytes to the file? Or do I have to ditch the DownloadHandler and make my own solution using FileStream .Net class and FileMode.Append?
I would be glad to see some example code as I was not able find one.