Right now, it seems UnityWebRequest.GetAssetBundledownload asset to RAM and load. Is there anyway to download to hard disk to load?
This is not really complicated. Handle it like a normal file you would download from the internet but save it with the ".unity3d" extension.
1.Download the AssetBundle as a normal file by making a request with UnityWebRequest.
UnityWebRequest www = UnityWebRequest.Get(url);
yield return www.Send();
2.Retrieve the byte array data with DownloadHandler.data then save it to Application.persistentDataPath/yourfolder/filename.unity3d. Make sure that the extension is ".unity3d".
File.WriteAllBytes(handle.data, data);
That's it.
3.To load the data, use AssetBundle.LoadFromFile or AssetBundle.LoadFromFileAsync:
AssetBundleCreateRequest bundle = AssetBundle.LoadFromFileAsync(path);
If still confused, here is what the thing should look like. You may need to make some modification:
Download and Save:
IEnumerator downloadAsset()
{
    string url = "http://url.net/YourAsset.unity3d";
    UnityWebRequest www = UnityWebRequest.Get(url);
    DownloadHandler handle = www.downloadHandler;
    //Send Request and wait
    yield return www.Send();
    if (www.isError)
    {
        UnityEngine.Debug.Log("Error while Downloading Data: " + www.error);
    }
    else
    {
        UnityEngine.Debug.Log("Success");
        //handle.data
        //Construct path to save it
        string dataFileName = "WaterVehicles";
        string tempPath = Path.Combine(Application.persistentDataPath, "AssetData");
        tempPath = Path.Combine(tempPath, dataFileName + ".unity3d");
        //Save
        save(handle.data, tempPath);
    }
}
void save(byte[] data, string path)
{
    //Create the Directory if it does not exist
    if (!Directory.Exists(Path.GetDirectoryName(path)))
    {
        Directory.CreateDirectory(Path.GetDirectoryName(path));
    }
    try
    {
        File.WriteAllBytes(path, data);
        Debug.Log("Saved Data to: " + path.Replace("/", "\\"));
    }
    catch (Exception e)
    {
        Debug.LogWarning("Failed To Save Data to: " + path.Replace("/", "\\"));
        Debug.LogWarning("Error: " + e.Message);
    }
}
Load:
IEnumerable LoadObject(string path)
{
    AssetBundleCreateRequest bundle = AssetBundle.LoadFromFileAsync(path);
    yield return bundle;
    AssetBundle myLoadedAssetBundle = bundle.assetBundle;
    if (myLoadedAssetBundle == null)
    {
        Debug.Log("Failed to load AssetBundle!");
        yield break;
    }
    AssetBundleRequest request = myLoadedAssetBundle.LoadAssetAsync<GameObject>("boat");
    yield return request;
    GameObject obj = request.asset as GameObject;
    obj.transform.position = new Vector3(0.08f, -2.345f, 297.54f);
    obj.transform.Rotate(350.41f, 400f, 20f);
    obj.transform.localScale = new Vector3(1.0518f, 0.998f, 1.1793f);
    Instantiate(obj);
    myLoadedAssetBundle.Unload(false);
}
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