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Migrating to Unity's built-in Caching system

Discussion in 'Asset Bundles' started by liortal, May 6, 2020.

  1. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,562
    We have developed our custom asset bundle cache. It's pretty basic (simply stores files into a particular folder on the mobile device).

    I would like to start using UnityWebRequestAssetBundle.GetAssetBundle which also offers caching.
    • What are the benefits of using the built-in cache vs our own implementation? does it offer any improvements in terms of security? memory allocations ? etc
    • Is there any simple way to migrate from our cache to Unity's built-in solution ?
    • We are not using any hashes or versioning on our asset bundles, is there any option to simply "ignore" this value? will caching still work this way ?