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WWW Class does not work on IOS (But it works in the editor)

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I'm trying to download an Asset Bundle through a link online, in the Unity Editor it works perfectly, it'll download the bundle and put it into the scene, although when I build the project and put it onto my iPhone, it'll download the model but it doesn't instantiate it. IEnumerator down() { print ("Start Download"); //Download from URL var www = WWW.LoadFromCacheOrDownload(BundleURL,4); //While the bundle is downloading... while (!www.isDone) { //Show percentage of download complete tex = ((Mathf.Round(www.progress*100)).ToString())+"%"; if(tex == "0%") { tex = "Loading..."; } text.GetComponent().text = tex; text2.GetComponent().text = tex; text3.GetComponent().text = tex; text4.GetComponent().text = tex; text5.GetComponent().text = tex; yield return 0; } //If Download failed, produce error if (www.error != null) throw new Exception ("WWW download had an error:" + www.error); //Else if download successful, Instantiate it. AssetBundle bundle = www.assetBundle; if (AssetName == "") tank = Instantiate (bundle.mainAsset) as GameObject; else tank = Instantiate (bundle.LoadAsset (AssetName)) as GameObject; bundle.Unload(false); //Interact with other GameObjects and tank's transform. newobj.GetComponent ().AugmentationObject = tank; tank.transform.parent = obj.transform; tank.transform.localScale = new Vector3 (1, 1, 1); print ("Finished!!"); //Run TextFinished Code StartCoroutine( TextFinished ()); } This is the code I'm using, on mobile the download percentage will hit 100% and nothing else will happen. Then if I try to download it a second time it'll be stuck on 0% almost like it's trying to grab it from the cache. For extra information, I'm using Vuforia's Cloud Recognition to download an asset based on the image it's viewing.

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