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Turning off cache all together for testing purposes?

Discussion in 'Unity Cloud Content Delivery' started by darashayda, Sep 22, 2021.

  1. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    442
    We need to turn off the cache, each time we run the game in the Editor we need to make sure the cloud assets are reloaded from the cloud.

    How can we turn off the cache?

    D
     
  2. dannyd

    dannyd

    Unity Technologies

    Joined:
    Jun 3, 2014
    Posts:
    787
    Assuming you are using Addressables, you can clear the local dependency cache like this (taken from https://docs.unity3d.com/Packages/c...al/DownloadDependenciesAsync.html#code-sample):

    Code (CSharp):
    1. //Clear all cached AssetBundles
    2. Addressables.ClearDependencyCacheAsync(key);
    Just need to be careful not to ship this in a production build as you will be downloading significantly more bundles than necessary.
     
  3. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    442
    Excellent we will test it tonight.

    Thanx
     
  4. darashayda

    darashayda

    Joined:
    Jun 27, 2020
    Posts:
    442
    Danny

    Were are ALL the APIs for all CCD functions. This way we do not have to keep asking such questions.
     
  5. darashayda

    darashayda

    Joined:
    Jun 27, 2020
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    Unclear what is KEY, and documentation again is fuzzy.

    No matter what I enter I get an error.

    D
     
  6. darashayda

    darashayda

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  7. darashayda

    darashayda

    Joined:
    Jun 27, 2020
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    Danny no one knows what in the world is the key and best we know is it is a bundle name or some ID+bundle_name...

    Unity docs has no definition for key

    D
     
  8. darashayda

    darashayda

    Joined:
    Jun 27, 2020
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    442