|
We currently have a system where assets are loaded via ResourceController.INSTANCE.Load(assetName). There is a FileSystemResourceController, an AssetBundleResourceLoader and a UnityResourceLoader (derived from ResourceController) These handle editor , standalone , web(scorm) asset loading differently. We are moving towards having all our lesson specific assets in their own bundles which means calls like ResourceController.INSTANCE.Load("level1config.xml") need to "wait" until the bundle that contains the asset is downloaded (in web player case). The code immediately following needs to have that file loaded to continue. Has anyone else solved something similar? (ie an AssetLoader whose purpose it is to return assets from bundles ...that might need to wait for bundles to be downloaded before proceeding?) thanks, --matt
(comments are locked)
|
|
found a good link to a page explaining walking through an IEnumerable yourself Unity3D coroutines in detail that I thought might help, but haven't had much luck... still loops through with WWW.isDone = false and no error in WWW.error. but, wasn't able to get it to effectively block until download was complete with the following code...
(comments are locked)
|
|
I'm afraid that would be a lot of code. The key hangup, however, is that we have code throughout similar to // Below is pseudo code { }
(comments are locked)
|

do you mind posting your code for your derived class so that we can determine a good place to pause at?