Jenny
Jenny

Reputation: 469

Unity3d Assetbundles load scene

I would like to load a whole scene into my unity project. I already created the asset bundle with 3 scenes (scene01,scene02,scene03)

The assetbundle export looks like this

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public class CreateAssetBundle : EditorWindow {

public const string bundlePath = "AssetBundle.unity3D";

[MenuItem("Bundle/Create")]
static void Open()
{
    var w = EditorWindow.GetWindow <CreateAssetBundle>("Create bundle");
    w.MyInit();
    w.Show();
}

private Dictionary<string, bool> ScenesSelection;

void MyInit()
{
    Debug.Log("Init window");
    this.ScenesSelection = new Dictionary<string, bool>();
    foreach (var scene in EditorBuildSettings.scenes)
    {
        Debug.Log("Add scene : " + scene.path);
        this.ScenesSelection.Add(scene.path, false);
    }
}

void OnGUI()
{
    if (this.ScenesSelection == null)
    {
        this.MyInit();
    }

    foreach (var scene in EditorBuildSettings.scenes)
    {
        if (this.ScenesSelection.ContainsKey(scene.path))
        {
            this.ScenesSelection[scene.path] = EditorGUILayout.Toggle(scene.path, this.ScenesSelection[scene.path]);
        }
    }

    if (GUILayout.Button("Create bundle"))
    {
        List<string> selectedScenes = new List<string>();
        foreach (var scene in EditorBuildSettings.scenes)
        {
            if (this.ScenesSelection[scene.path])
            {
                selectedScenes.Add(scene.path);
            }
        }

        BuildPipeline.PushAssetDependencies();

        BuildPipeline.BuildPlayer(selectedScenes.ToArray(), bundlePath, BuildTarget.iPhone, 
                                  BuildOptions.UncompressedAssetBundle | BuildOptions.BuildAdditionalStreamedScenes
                                  );

        BuildPipeline.PopAssetDependencies();
    }
}        

}

After that I uploaded my bundle on my server. Than I created a script to load the asset bundle which looks like this.

using UnityEngine;
using System.Collections;

public class LoadBundleScene : MonoBehaviour {

public string bundlePath = "AssetBundle.unity3D";
public string url;

IEnumerator Start () 
{
    var download = WWW.LoadFromCacheOrDownload (url, 1);
    yield return download;

    // Handle error
    if (download.error != null)
    {
        Debug.LogError(download.error);
        return true;
    }

    var bundle = download.assetBundle;
    Debug.LogWarning(bundle.Contains("scene01")); 

    Application.LoadLevelAdditive ("scene01");
}
}

My last Debug returns "false". And Unity says "Level 'scene01' (-1) couldn't be loaded because it has not been added to the build settings."

What am I doing wrong. I need this to work on ios and android devices. Any ideas?

Upvotes: 4

Views: 9952

Answers (2)

Gary Riches
Gary Riches

Reputation: 2875

Prior to Unity 5, you should call yourAssetBundle.LoadAll() before trying to load the scene:


After that the function has been deprecated and LoadAllAssets must be use instead.

Upvotes: 2

Jenny
Jenny

Reputation: 469

It works using this example

So I am creating the asset bundle through this little code

@MenuItem ("Build/BuildWebplayerStreamed")
    static function MyBuild(){
        var levels : String[] = ["Assets/Level1.unity"];
        BuildPipeline.BuildStreamedSceneAssetBundle( levels, "Streamed-Level1.unity3d", BuildTarget.iPhone); 
}

after that I load my Scene through the following:

IEnumerator Start () 
{
    // Wait for the Caching system to be ready
    while (!Caching.ready)
        yield return null;

    // Load the AssetBundle file from Cache if it exists with the same version or download and store it in the cache
    using(WWW www = WWW.LoadFromCacheOrDownload (url, 1)){
        yield return www;
        if (www.error != null)
            throw new Exception("WWW download had an error:" + www.error);

        AssetBundle bundle = www.assetBundle;
        bundle.LoadAll();

    } 

    Application.LoadLevel ("scene01");
}

That's it. What I would like to add, would be a progress bar. But when I use the www.bytesDownloaded, I get an error saying that "WWWCached data can only be accessed using the assetBundle property!" Maybe someone knows an answer to this?

Upvotes: 3

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