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Android texture AssetBundles loading problem

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hi everyone, I'm trying to load images from an assetbundles but when I load the texture in the scene the image appear broken, I post the link at the file that I used to see if the problem is caused from some picture settings: http://dev.x-project.it/bundles/AssetsTest.zip In the file in the resources folder you can find the original image that i use for create the bundles. I'd like to know if the script that I use for export the bundles for the different device is correct, i post it below. I cant load the bundle in the editor mode and i don't understand where is the mistake, you can find the script in the "app" gameobject, maybe is only a wrong path setting but i've tried all the possibilities and it doesn't works. Another big problem is when i execute the "build and run" on Android device (Galaxy Tab 2) the application crashes immediately. in most cases the application when start, immediately minimize in the task bar so i have to reopen it again, sometimes more than one time before it works. On WebPlayer everything works fine. Any suggestion? Thanks in advance using UnityEngine; using System.Collections; public class ExampleLoadingBundle : MonoBehaviour { public GUIText label; public GUIText urlLabel; public GUITexture pic; public string url; // URL AssetBundle public int version = 1; // AssetBundle version public string assetName; // Name of the Asset to be loaded from the AssetBundle public string assetPath; // Path to the Asset in the Project folder Object ObjInstance; // Instance of the object string deviceFolder; GameObject obj; Texture2D texture; GameObject objects; void Awake(){ #if UNITY_WEBPLAYER deviceFolder = "webplayer"; #endif #if UNITY_ANDROID deviceFolder = "android"; #endif url = "http://dev.x-project.it/bundles/" + deviceFolder + "/compositions2.unity3d"; urlLabel.text = url; assetPath = "Assets/Resources/" + deviceFolder + "/compositions.unity3d"; } void Start(){ StartCoroutine(Download()); } IEnumerator Download () { AssetBundleLoader assetBundleLoader = new AssetBundleLoader (); yield return StartCoroutine(assetBundleLoader.LoadBundle (url, version, assetName, assetPath)); if (assetBundleLoader.Obj != null) { texture = Instantiate (assetBundleLoader.Obj) as Texture2D; pic.texture = texture; //pic.pixelInset.x label.text = pic.name + " -- " + pic.pixelInset; Debug.Log (label.text); } else { label.text = " Load failed!"; Debug.Log (label.text); } } }

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