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AssetBundle.LoadFromFile/LoadFromFileAsync same memory usage as UnityWebRequestAssetBundle?

Discussion in 'Asset Bundles' started by Zapan15, Aug 16, 2021.

  1. Zapan15

    Zapan15

    Joined:
    Apr 11, 2011
    Posts:
    140
    Hi,

    We are using our own caching system for downloaded assetbundles.

    From the blog:
    https://blog.unity.com/technology/l...age-by-improving-the-way-you-use-assetbundles
    From the docs:
    https://docs.unity3d.com/2020.1/Doc...nityWebRequestAssetBundle.GetAssetBundle.html:

    So the final question:
    Would the memory usage ok (e.g. using a ring buffer or the like) when using AssetBundle.LoadFromFileAsync or AssetBundle.LoadFromFile when using BuildAssetBundleOptions.ChunkBasedCompression or BuildAssetBundleOptions.UncompressedAssetBundle or, should we always use UnityWebRequestAssetBundle for that to have the best memory usage?

    Thank you.

    Regards
    André
     
  2. Zapan15

    Zapan15

    Joined:
    Apr 11, 2011
    Posts:
    140
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