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Error Loading Bundles

Discussion in 'Windows' started by denali95, May 16, 2018.

  1. denali95

    denali95

    Joined:
    Nov 6, 2016
    Posts:
    59
    I'm saving an asset bundle like this:
    Code (CSharp):
    1.         BuildPipeline.BuildAssetBundles("Assets/AssetBundles/", BuildAssetBundleOptions.None, BuildTarget.WSAPlayer);
    2.         AssetDatabase.Refresh();
    Then opening it like this:

    Code (CSharp):
    1. IEnumerator getObject()
    2.     {
    3.         WWW www = WWW.LoadFromCacheOrDownload(Application.dataPath + "/AssetBundles/primitives", 1);
    4.         yield return www;
    5.  
    6.         AssetBundle bundle = www.assetBundle;
    7.         AssetBundleRequest request = bundle.LoadAssetAsync<GameObject>("Sphere");
    8.  
    9.         yield return request;
    10.  
    11.         GameObject sphere = request.asset as GameObject;
    12.         Instantiate<GameObject>(sphere);
    13.         print("successful sphere");
    14.  
    15.     }
    I have my assetbundle inside of assets/AssetBundles/primitives. Loading works perfect in the editor, but always returns null when I deploy in uwp. What am I doing wrong?
     
  2. Tautvydas-Zilys

    Tautvydas-Zilys

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    What Unity version are you on? There was a bug in Unity 2017.3 that made WWW requests to fail, but it was fixed in 2017.4.2f1.
     
  3. denali95

    denali95

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    I'm using 2017.1.0f3 Personal
     
  4. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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  5. denali95

    denali95

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    I managed to make this work by using the persistentDataPath. If I was using StreamingAssets, would I still be able to import my asset with scripts on it that could be executed at run-time?
     
  6. Tautvydas-Zilys

    Tautvydas-Zilys

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    Are you packaging scripts themselves into the asset bundle, or just objects that have scripts attached?
     
  7. denali95

    denali95

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    I suppose I could do either, but preferably objects with scripts attached.
     
  8. Tautvydas-Zilys

    Tautvydas-Zilys

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    The latter is easy and streaming assets will definitely work. Packing scripts themselves into a bundle is much more problematic :).
     
  9. denali95

    denali95

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    Thanks! Is it possible to keep a data structure filled with scripts that I have preloaded, and then when I want to bring in the desired asset, attach them? I seem to be having trouble adding when trying to do this with AddComponent. The context here is that I'm allowing a user to set characteristics in a config file, and then have those be applied to the bundled assets at runtime.
     
  10. Tautvydas-Zilys

    Tautvydas-Zilys

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    I'm having a hard time understanding what you're trying to do. Could you post a code sample?
     
  11. denali95

    denali95

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    Basically all I'm doing is trying to trying to add a particular script when I load the object.
    Code (CSharp):
    1.     IEnumerator getObject()
    2.     {
    3.         WWW www = WWW.LoadFromCacheOrDownload(Application.persistentDataPath + "/primitives", 1);
    4.         yield return www;
    5.  
    6.         AssetBundle bundle = www.assetBundle;
    7.         AssetBundleRequest request = bundle.LoadAssetAsync<GameObject>("Sphere");
    8.  
    9.         yield return request;
    10.  
    11.         GameObject sphere = request.asset as GameObject;
    12.         ObstacleAttributes attrib = PreProcessor.obstacles["testing"];
    13.         GameObject test = Instantiate<GameObject>(sphere);
    14.         test.AddComponent(attrib);
    15.         Instantiate<GameObject>(sphere, new Vector3(3, 3, 3), Quaternion.identity, g.transform);
    16.         print("successful sphere");
    17.  
    18.     }

    The Script I'm trying to add to my new game object is a list of values assigned elsewhere:
    Code (CSharp):
    1. public class ObstacleAttributes : MonoBehaviour{
    2.  
    3.     public string obj;
    4.     public double origin_lat;
    5.     public double origin_lon;
    6.     public double appear_dist;
    7.     public List<double> checkpoint_lat = new List<double>();
    8.     public List<double> checkpoint_long = new List<double>();
    9.     public double obstacle_speed;
    10. }
     
  12. Tautvydas-Zilys

    Tautvydas-Zilys

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    That should work, however, you're spawning 3 copies of the object:

    1. In variable "sphere";
    2. In variable "test" with your added component
    3. In the last call to Instantiate, even though you never store it anywhere.
     
  13. denali95

    denali95

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    Yeah, I was just trying to do some testing. I'm getting an error where it says ObstacleAttributes must be of type System.type.
     
  14. Tautvydas-Zilys

    Tautvydas-Zilys

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    Right, you can't attach existing objects as new components. What you should do is this:

    Code (csharp):
    1. var attributes = test.AddComponent<ObstacleAttributes>();
    2. attributes.obj = attrib.obj;
    3. attributes.origin_lat = attrib.origin_lat;
    4. ....
     
    denali95 likes this.
  15. denali95

    denali95

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    I had this working quite well with just primitive objects (I tried with a sphere), but when I try to apply the same code to a bundle I've constructed from a model with a script and collider attached, I get this error:

    The AssetBundle could not be loaded because it references scripts that are not compatible with the currently loaded ones. Rebuild the AssetBundle to fix this error.

    Do I need to do something special to make models with scripts work with bundling?
     
  16. Tautvydas-Zilys

    Tautvydas-Zilys

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    Did you build them in the same Unity project where the game was built?
     
  17. denali95

    denali95

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    No, is that a requirement?
     
  18. Tautvydas-Zilys

    Tautvydas-Zilys

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