Bump, I'd also like to know this. Milfeulle9 , Jul 26, Joined: Apr 4, Posts: If you check the implementation of the API, it collects all dependencies of the address, then go through each IResourceLocation, and do the math. It sounds a right way to go. Last edited: Aug 1, Favo-Yang , Aug 1, Joined: Apr 11, Posts: 1, There was a bug related to this that we recently fixed.
Please ensure you have new, never before downloaded content, or turn off bundle caching in your group settings and try this again with 1. If it's still giving you 0, we'd love to know. Just clarify that GetDownloadSizeAsync returns the bundle size required to download haven't downloaded yet. And once the bundle get downloaded, it will returns 0 nothing need to download.
If it always 0, then 1 The bundle may be downloaded already. Try Caching. ClearCache ; before any AAS code, to clean the cache. If still not work, you may want to debug the AddressableImpl. GetDownloadSizeAsync, see what happens internally. Favo-Yang , Aug 9, Joined: Nov 17, Posts: Keyserjaya99 , Nov 6, Joined: Jul 12, Posts: Then, select your Button and add a new click handler.
Drag your Network Manager onto it and select the GetPosts method to run. Hit Play, click your button, and you should see a debug message of fake placeholder posts from the jsonplaceholder website. But most of the time, working with web requests involves parsing JSON. NET package. The easiest way to do this is through the Asset Store.
Simply search for json. Now, we are able to serialize JSON strings returned from servers into objects to use in our code. Save your NetworkManager. Each section below will outline how to do exactly that with Unity. Afterwards, click on the button object and add a new click listener, then drag in the Network Manager and select the DownloadImage method to run on click.
Next, drag the image onto your Network Manager in the Image reference field we set up above. Now, click Play and click your newly created button. The image should update with the one you chose to download. Exists to check if its already downloaded. My problem is that it will not re-download when the image from the web server is updated or replace with the same exact filename.
I also tried www. I know about assetbundle but I don't want to create assetbundle for just one image. Here is my code, slightly modified. Fist I connect to webserver to fetch all the projects data including the image url as an array of data in json type. Then i will loop through that array which has the url of the image to download. Use PlayerPrefs. Note that System. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams?
Collectives on Stack Overflow. Learn more. Ask Question. Asked 4 years, 4 months ago. Active 4 years, 4 months ago. Viewed times. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Legacy Documentation: Version 5. Language: English. Unity Manual. Unity User Manual 5. Deploying Unity offline.
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