WebPlayer caching issue versus PlayerPrefs

We’ve just released an app into the Chrome Web Store using the Unity webplayer, and we are experiencing caching issues - namely, we need a way to make sure updated versions of the app are downloaded when they are released.

Our initial strategy was to rename the .unity3d file for each unique version, and that indeed did solve the caching problem. However, it caused a new one - each time the URL changed, a new PlayerPrefs file would be created, losing all of the data (save games, options) associated with the previous version.

These are both serious issues for providing a live product. Has anyone found a solution?

-Sarah

The easy solution is to append a fake GET tag to the url ie

http://www.myurl.com/mywebplayer.unity?version=

that way it gets updated whenever would change for example.

This way the webplayer name won’t change but the browser will see it as “something new” (at least normally, not 100% sure it also holds for the chrome webstore)

Uf, thanks dreamora. I am clearly not a real web programmer :slight_smile:

Hello,
How did you managed to cache in the .unity3d? because i tried a simple unity web project, i tried downloading another .unity3d file using the www class but it didn’t cached…
Or we can’t cache .unity3d files and we must cache another type of files like asset bundles … , if so pls explain to me how to do this.
Tnx!

The file must fullfill the requirements of the browser to cache which normally means small to very small (<= 1mb, depending on browser <= 5mb).
anything above won’t be cached by the browser, you would need to get the Unity Cache Addon license from UT

In 3.2 however…

No idea how you use it yet though.

you need to use the explicit calls for the cache manager and it won’t work for the player itself but addon content (LoadFromCacheOrDownload or alike is the function name)