Sometimes, the AssetBundle option it is hidden, drag it up to show it. In this case, that's the "dog.jpeg" file. In this example below, I will demonstrate how to add new asset called "dog" to our AssetBundle named "animals" and build it then load it during run-time.ġ. It might be related somehow to setting the correct path, but as I have copied the assetbundle folder afterwards to Xcode project, the problem persists. Users/user/Documents/Workspaces/unityproject/Assets/AssetBundles/iOS/lchairanimations I build the project to Xcode and run it in Xcode and receive this error: (Without the "file://" prefix, the bundles won't work in Unity nor Xcode) using them with AssetBundle bundleLoadRequest = AssetBundle.LoadFromFile("file://" + Application.dataPath + "/AssetBundles/iOS/" + myassetbundlename.ToString()) Īnd/or WWW + "/AssetBundles/iOS/" + myassetbundlename.ToString(), 4) In Unity I build the assetbundles: using UnityEditor īuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.iOS) Īnd they work fine in Unity. I cannot get Unity Assetbundles working in an iOS build.
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