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www.progress not working with WebGL build, but works in editor

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I have an AssetBundle download system that works fine in editor; I can download a file from a file server, a slider shows download progress and then opens the scene from the AssetBundle. However, when I build to WebGL, upload the build to my server and run it the download slider just sits at zero until the scene eventually opens. I've been printing out www.responseHeaders and I can see that while running in editor I receive the 'content-length' header but from the server I don't. I'm guessing this is the issue, because www.progress needs the content-length to figure out the percentage downloaded. My question is: why would I not receive the content-length header when running from the server? Is there any way to force the content-length header to be sent when I make a download request? This is my download function: IEnumerator CoDownload() { List sceneNames = new List(); WWW download; download = WWW.LoadFromCacheOrDownload(bundleUrl, 0); bool hasLoaded = false; string bundleName = Path.GetFileNameWithoutExtension(bundleUrl); if (!hasLoaded) { using (download = WWW.LoadFromCacheOrDownload(bundleUrl, 0)) { while (!download.isDone && string.IsNullOrEmpty(download.error)) { progressBar.value = download.progress; print("setting progress bar value to " + download.progress); yield return null; } if (!string.IsNullOrEmpty(download.error)) { Debug.LogError(download.error); yield break; } //Print out response headers if any were received if(download.responseHeaders != null) { if (download.responseHeaders.Count > 0) { foreach (KeyValuePair entry in download.responseHeaders) { Debug.Log(entry.Value + " = " + entry.Key); } } } else { Debug.Log("No response headers"); } var assetBund = download.assetBundle; if (assetBund != null) { sceneNames.AddRange(assetBund.GetAllScenePaths()); bool temp2 = false; SceneManager.LoadScene(sceneNames[0]); print("scene name is " + (Path.GetFileNameWithoutExtension(sceneNames[0]))); assetBund.Unload(false); } } }

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