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Is there any build-in way to download and cache anything other than asset bundles. I'd be using asset bundles for my layout, but I don't want to rebuild my entire bundle for the sake of editing 1 texture.

My approach is currently an json which contains the following:

  • Path to the asset bundle containing the layout
  • Paths to the json containing all data about the asset (numbers, text, image paths)

There would be a fair amount of asset bundles, each containing roughly 30-40 images.

I'm using WWW.LoadFromCacheOrDownload to cache my asset bundles, but it doesn't work with textures.

WWWCached data can only be accessed using the assetBundle property!
UnityEngine.WWW:get_texture()

Would there be a build-in way to cache it, or would I have to write the system myself?

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