Saving AssetBundle
Posted: Wed Dec 25, 2019 11:51 pm
Is it possible to save the entire AssetBundle?
When my user gets to level 100 - I load new pics and characters, so the user download it from the assetbundle
But when my app restarted my user re download it again , and I want to download it only ONCE,
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
When my user gets to level 100 - I load new pics and characters, so the user download it from the assetbundle
Code: Select all
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