Closed hiroki-o closed 6 years ago
Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
Thank you for reporting.
Since the original AssetBundleManager is developed in following project, you may want to check the code here if that's taken care of.
https://bitbucket.org/Unity-Technologies/assetbundledemo
Currently the bundled version of AssetBundleManager is not in good sync with the source project.
Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
Closing this ticket as it is for AssetBundleManager, not AssetGraph
Original report by CS (Bitbucket: optimisez, GitHub: optimisez).
Since android build will pack streaming Assets into compressed .jar file. It will make loading asset bundle failed when calling WWW.LoadFromCacheOrDownload API directly. From what I understand, it needs to call AssetBundle.LoadFromFile to make it works. Internally it will still call WWW.LoadFromCacheOrDownload API to load the jar file then only load the asset bundle. Although it's possible to extract jar file to Android local file system but it's not practical for testing when the asset bundle file size is very large. Another side note, maybe it's time to support better UnityWebRequest API to replace old WWW API.