I have been trying to get asset bundles to work on WebGL using the new system from this video: I went through my project and marked all my assetBundles. I'm not using variants. I use this code to build my asset bundles: Code (CSharp): BuildPipeline.BuildAssetBundles("WebGL",BuildAssetBundleOptions.None,BuildTarget.WebGL); I then attempt to download my manifest file so I can find dependencies Code (CSharp): IEnumerator ManifestSetup() { WWW wwwManifest = new WWW("http://www.featuresandbugs.com/waterford/WebGLAssetBundles/WebGL"); yield return wwwManifest; if (wwwManifest.error.IsNotNullOrEmpty()) { Debug.LogError(wwwManifest.error); } AssetBundle manifestBundle = wwwManifest.assetBundle; if (manifestBundle == null) Debug.LogError("No manifestBundle found"); //string[] assetNames = manifestBundle.GetAllAssetNames(); Debug.Log("asdf"); Debug.Log("Name: " + GetCurrentPlatformBundleData().name); manifest = manifestBundle.LoadAsset(GetCurrentPlatformBundleData().name) as AssetBundleManifest; Debug.Log("Unload Time"); manifestBundle.Unload(false); Debug.Log("Unload completed"); } I make a WebGL build and build my asset Bundles in the same project and version of Unity3d. I upload my asset bundles and build to the same folder on the same server. When I go to this link http://www.featuresandbugs.com/waterford/WebGLAssetBundles/WebGL my WebGL file downloads just fine. "When I run this on Chrome or Firefox I get three errors: (Called from my code): Invalid Unity Web File (Decompression Failure). URL: http://www.featuresandbugs.com/waterford/WebGLAssetBundles/WebGL (UnityError): The unity3d file is not a valid AssetBundle. (Called from my code): "No manifestBundle found" What can I do to get a proper download of these files? Thanks for the help! [Edit] Cleaned up formatting, title and wording a bit. Clarified calls on errors
Found out the files needed to be uploaded in binary format. I use Filezilla and this link shows how to change it to binary. https://forum.filezilla-project.org/viewtopic.php?t=10458[1] Problem Solved!