When my user gets to level 100 - I load new pics and characters, so the user download it from the assetbundle
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AssetBundle myLoadedAssetBundle = AssetBundle.LoadFromFile(@"C:\ab\level100Assets");
Sprite newSprite = myLoadedAssetBundle.LoadAsset<Sprite>("Assets//pic1.jpg");
....
so I was wondering if I can just save the entire assetBundle on file and check if exist for the next time?
1. Is it going to save it uncompressed? (is it even recommended to save it? Or gonna take a lot of space?)
2. What's the difference between saving it with ES3 to saving it with Unity Load and Store AssetBundle in Cache (which is a bit more complicated than Easy Save)
Thanks