Since, I lack of money to buy the license of the cache system from Unity. So that, I try to build a poor man local file storage system by using another unity app running locally or LAN as an asset server.
Will this concept work ?? The data are transmited by using byte array and RPC call.
"progress is made by lazy men looking for easier ways to do things"
if the user has to run a local unity application, why bother with the webplayer at all? makes no sense.
also you can't stream in asset bundles that way which makes it very limited as that means you can also not get scenes, terrains and meshes, nor can you stream sound as sound can not be reconstructed from bytes either.
so concept wise it could work but is not required.
Because textures are normally not larger than the max allowed filesize for browser caching and thus they will be cached by the browser for you (WWW calls go through browser networking for exactly this purpose)
are we completely in a no-other-option situation thus requiring us to have caching license in order to get rid of the 50Mb limitation ? Aren't there any other alternatives or plugins which will manipulate the Webplayer to work as if it is 'downloading' from a web and put the files somewhere else instead of that shared cache?