UnityWebRequestAssetBundle + uwp = null -> problem

Trying to download AssetBundle from Azure blob storage.
Works nice with UnityWebRequestAssetBundle.

Would be convenient if it also worked in UWP.
Can’t get neither UnityWebRequestAssetBundle nor the old WWW class to work in Unity 2018.1.0b13. uwp

setting a roadblock for progress on my excellent ?? :slight_smile: Microsoft MR experience…

Can we get a bug report?

Hi
Afraid I don’t get to create a bug report as the problem occurs when running my from Unity generated UWP prosject in Visual Studio 2017. Attached is a file that will Instantiate my AssetBundle when running in test in unity 2018.1 but will not work in the generated UWP prosject in VS 2017. (Just attach the the cs file to your camera or whatever… :slight_smile:

3464846–274958–AssetBundleFromAzureBlob.cs (1.37 KB)

Here’s a guide on how to report a bug: Unity QA: Building quality with passion

The script you attached work fine for me in editor.
How have you built the bundle? It has to be built for specific platform to be loadable on it.

Script works fine in editor. It’s when you build it as a Microsoft Mixed Reality Universal Windows Program prosjekt UWP (I want to use it in a Samsung Odyssey mixed reality headset) and then loads this solution in to Visual Studio 2017 and then run it from there, that you don’t get any response from Azure and (no error codes if I remember correctly)

Is it download that fails or AssetBundle unpack?
Try using UnityWebRequest.Get() with same URL, if it succeeds, your download is fine.

It looks like download is ok with UnityWebRequestAssetBundle.

Seems to go wrong in the DownloadHandlerAssetBundle.GetContent(uwr) statement after download

(An unhandlet win32 exception) Can’t seem to error trap it with try catch.

I think the problem is AssetBundle load. Try putting the same asset bundle to SteamingAssets and loading it using AssetBundle.LoadFromFile, I expect you’ll get the same problem.

That’s why I asked: how did you build the asset bundle?