Hi there.
I have a small iOS App built with Unity (I can share the project) and I wanted to use **AssetBundles and Vuforia** to load Scenes and other Assets to load on AR. Everything works as expected in the Unity Editor.
Using Mac OS High Sierra 10.13.3, Unity 2017.1.1f1, Vuforia 6.2.10.
I was able to export all the AssetBundles (.datasets) with the XCode Project (stored under *UnityData.xcassets/assetbundle.data*, each one with its own *asset* and *Contents.json* file), and built the IPA file and run it on a device within XCode.
The problem comes when I archive the XCode Project, upload it to Testflight, and push the Build to a device. I open Testflight on the device, I update the App, I open it, and it loads, the main scene (built in the player), but then **it does not load any of the Assets or Scenes from the AssetBundles**.
I included a small UI text to act as a console and push string messages to it and I see that it has the right AssetBundle Name and Scene Name, but the **objects from the Scene do not appear nor does the AR scene work**.
Within the XCode Project, I set AssetBundles to not be stored within the App, but on the Apple Store Backend. The size of the AssetBundles are about 200 KBs, although I do not know if the size of this could be a problem after a certain size.
I have a small iOS App built with Unity (I can share the project) and I wanted to use **AssetBundles and Vuforia** to load Scenes and other Assets to load on AR. Everything works as expected in the Unity Editor.
Using Mac OS High Sierra 10.13.3, Unity 2017.1.1f1, Vuforia 6.2.10.
I was able to export all the AssetBundles (.datasets) with the XCode Project (stored under *UnityData.xcassets/assetbundle.data*, each one with its own *asset* and *Contents.json* file), and built the IPA file and run it on a device within XCode.
The problem comes when I archive the XCode Project, upload it to Testflight, and push the Build to a device. I open Testflight on the device, I update the App, I open it, and it loads, the main scene (built in the player), but then **it does not load any of the Assets or Scenes from the AssetBundles**.
I included a small UI text to act as a console and push string messages to it and I see that it has the right AssetBundle Name and Scene Name, but the **objects from the Scene do not appear nor does the AR scene work**.
Within the XCode Project, I set AssetBundles to not be stored within the App, but on the Apple Store Backend. The size of the AssetBundles are about 200 KBs, although I do not know if the size of this could be a problem after a certain size.