
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
using System.IO;
using UnityEngine.SceneManagement;
public class AssetBundleSceneLoader : MonoBehaviour
{
public string url;
public int downloaded = 0;
AssetBundle bundle;
public System.Object test;
public Slider progressbar;
public float progress;
WWW www;
void Update() {
progress = www.progress;
progressbar.value = progress;
}
IEnumerator Start() {
ClearCacheExample ();
if (downloaded == 0){
using ( www = WWW.LoadFromCacheOrDownload (url, 0)) {
yield return www;
if (www.error != null)
throw new Exception ("WWW download had an error:" + www.error);
if (www.error == null) {
bundle = www.assetBundle;
}
}
if (Caching.ready == true) {
downloaded = 1;
string[] scenePath = bundle.GetAllScenePaths();
Debug.Log(scenePath[0]);
SceneManager.LoadScene(scenePath[0]);
}
}
}
void ClearCacheExample()
{
Directory.CreateDirectory("Cache1");
Directory.CreateDirectory("Cache2");
Directory.CreateDirectory("Cache3");
Caching.AddCache("Cache1");
Caching.AddCache("Cache2");
Caching.AddCache("Cache3");
bool success = Caching.ClearCache();
if (!success)
{
Debug.Log("Unable to clear cache");
}
}
}
#if UNITY_EDITOR
using UnityEditor;
using System.IO;
public class AssetBundels
{
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles()
{
string assetBundleDirectory = "Assets/AssetBundles";
if(!Directory.Exists(assetBundleDirectory))
{
Directory.CreateDirectory(assetBundleDirectory);
}
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.StrictMode, BuildTarget.iOS);
}
}
#endif
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