Thanks for any help in advance!
I have a basic assetbundle project where I use my custom UnityEditor scripts to compile a simple Box and Texture2D into a single prefab assetbundle named "iphone-prefab-box.assetbundle".
Everything compiles and runs fine within the Unity 3.3 environment:
Code:
private WWW www; String strPath = "file://" + Application.dataPath + "/../assetbundles/iphone-prefab-box.assetbundle"; yield return www; yield return request; }
When I cross-compile and run this in XCode on an iOS device I get the following error:
I've included the "assetbundles" directory into my XCode project as well. I'm probably missing something simple here! Any ideas guys?file:///var/mobile/Applications/2A782E51-DD70-4F3B-970A-C030C84258E4/test1.app/Data/../assetbundles/iphone-prefab-box.assetbundle
(Filename: /Applications/buildAgent/work/6bc5f79e0a4296d6/Projects/../Runtime/Export/Generated/BaseClass.cpp Line: 2505)
-> force accelerometer registration
-> applicationDidBecomeActive()
Failed to load asset bundle
(Filename: /Applications/buildAgent/work/6bc5f79e0a4296d6/Projects/../Runtime/Misc/AssetBundleUtility.cpp Line: 104)
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