HomeiOS DevelopmentHow do I entry On Demand Assets on Unity software for IOS?

How do I entry On Demand Assets on Unity software for IOS?


I’ve been attempting to entry the On Demand Assets in a unity mission for IOS. I adopted the documentation for IOS app thinning, and wrote the next code to load the bundle into an AssetBundle variable:

utilizing System.Collections;
utilizing System.Collections.Generic;
utilizing UnityEngine;
utilizing UnityEngine.iOS;
utilizing System;

public class AssetBundleIterator : MonoBehaviour
{
    public string bundleName;
    AssetBundle bundle;
    bool loadedBundle;
    OnDemandResourcesRequest bundleRequest;


    void Awake()
    {
        Initialize();
        //StartCoroutine(LoadGameInEditor());
        StartCoroutine(LoadBundle());
    }

    personal IEnumerator LoadBundle()
    {
        bundleRequest = OnDemandResources.PreloadAsync( new string[] { bundleName } );
        yield return bundleRequest;
        if (bundleRequest.error != "")
        {
            errorText.textual content = "ODR request failed: " + bundleRequest.error;
            throw new Exception( "ODR request failed: " + bundleRequest.error );
        }
        string path = bundleRequest.GetResourcePath(bundleName);
        bundle = AssetBundle.LoadFromFile( path + bundleName );
        bundleRequest.Dispose();
        loadedBundle = true;
    }

The asset bundles have been assigned their names as their tags.

After I begin the appliance, I can not entry the asset bundle, though bundleRequest didn’t throw any exceptions.
I ought to have the ability to load a file, for instance, a sprite, from the asset bundle utilizing this code:

    AssetBundleRequest assetRequest = new AssetBundleRequest();
    strive 
    {
        assetRequest = bundle.LoadAssetWithSubAssetsAsync<T>(_assetName);
    } catch 
    {
        Debug.LogWarning("AssetBundle Not Discovered");
    }
    yield return assetRequest;

But it surely doesn’t load something.

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