URGENT : AssetBundle.CreateFromFile()

Now I have some problem, with my apps…

I’ve got a Large Asset Bundle for about 60 MB, which contains a lot of song-track. [Compressed-Asset Bundle]

And the loading time needed for that, was for about 10 seconds in android device, and it’s happen to be the same when i test it in ipad 1 and ipad 2…

Now i’m trying to create uncompressed asset bundle, cause it can optimize my loading time.

After that, i’ll use AssetBundle.CreateFromFile() to load it, but when i test this in my PC, the asset bundle i get always return null…

I’ve search around the forum and search for a night, in the documentation also i didn’t found how to use it properly…

Any help [Example or maybe a suggestion also for anyone who has overcome this] will be appreciated : ),

Cheers

Maybe you are using the wrong path, but also:

When AssetBundle.CreateFromFile() is called, the Asset Bundle file is kept opened. If many Asset Bundles are opened the app will exceed the maximum number of opened files, and that method will return null. Calling AssetBundle.Unload will close the file.

So you should load all the objects from the bundle (i.e. using assetBundle.LoadAll), or just the ones that you need, and then immediately use AssetBundle.Unload(false) to keep them and close the file.