JiYongYun / Unity-5.0-AssetBundle-Demo

Unity 5.0 AssetBundle Demo
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iOS bug - Load Async fail #1

Open Marc-Uberstein opened 9 years ago

Marc-Uberstein commented 9 years ago

Successful build and Assetbundle building in Unity Editor, and Once built in Xcode and running on an iOS device.. the Async load of a level does nothing.

Marc-Uberstein commented 9 years ago

Getting a null reference on Xcode device debug...

Looks like AssetBundleManager.Initialize is not working properly as the m_AssetBundleManifest variable is getting null on m_AssetBundleManifest.GetAllAssetBundlesWithVariant() etc.

Marc-Uberstein commented 9 years ago

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)

NullReferenceException: A null value was found where an object instance was required. at AssetBundleManager.LoadAssetBundleInternal (System.String assetBundleName, Boolean isLoadingAssetBundleManifest) [0x00000] in :0 at AssetBundleManager.LoadAssetBundle (System.String assetBundleName, Boolean isLoadingAssetBundleManifest) [0x00000] in :0 at AssetBundleManager.LoadLevelAsync (System.String assetBundleName, System.String levelName, Boolean isAdditive) [0x00000] in :0 at BaseLoader+cIterator17.MoveNext () [0x00000] in :0 at SceneManager+cIterator19.MoveNext () [0x00000] in :0

(Filename: currently not available on il2cpp Line: -1)

AmiraAlAsrawy commented 8 years ago

Hello .. i have the same here.. no solution ??

Marc-Uberstein commented 8 years ago

@AmiraAlAsrawy I can't remember what my solution was... but you should use a different demo to start with. Unity has it's own demo for the new Asset Bundle system, you should probably use that one, because I don't know if the owner of this will ever update this again.