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iOS 3D assetbundle fail

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I successfully load 2D assetbundle from server on iOS, android, editor. Everything is going well when I load 3D model in android and Editor. But it fails when load 3D model for iOS. I have separated build asset for iOS and Android. here is my method, and : IEnumerator downloadAsset(BaseModel baseModel){ string url = baseModel.url_android; #if UNITY_IOS url = baseModel.url_ios; #endif WWW download = new WWW(url); progressBar.SetActive (true); progressItem.anchorMax = new Vector2 (0, 1f); while (download.progress < 1 && download.error == null) { yield return new WaitForSeconds(2f); progressItem.anchorMax = new Vector2 (download.progress,1f); } progressBar.SetActive (false); yield return download; AssetBundle assetBundle = download.assetBundle; if (assetBundle != null) { // Alternatively you can also load an asset by name (assetBundle.Load("my asset name")) m2DPrefab = assetBundle.LoadAsset(baseModel.title) as GameObject; //iOS force stop here Debug.Log("Prefab created"); if (m2DPrefab != null) { InstantiateModel (m2DPrefab, baseModel.title); //StartCoroutine(SetBackground(baseModel.url_background)); model.SetActive (true); } else Debug.Log("Couldn't load resource"); } else { Debug.Log("Couldn't load resource"); } } Note : I can load 3D asset bundle after I create model on the scene before I deploy it to iOS, then load asset bundle with that code. It works smoothly. But.. I want make it dynamic without instantiate it first. I don't know how to fix it. Please help. Thanks

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