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Cache on mobile #9
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There is no profound reason. We just didn't include it in the official release because it didn't get enough testing. Particularly, it's hard to judge what the size of the cache should be since phones have widely different storage capacities so while a 2GB cache may be reasonable on a 64GB phone, it's not so reasonable on a 16GB phone. |
I see. I left the default to 512MB, and it kinda worked. After allowing cache on mobile:
and my cache path is
a So the fail conditions are: Edit: |
Also, a couple of useful resources for this matter: https://docs.unity3d.com/ScriptReference/Cache.html |
Nice! This is really useful info. Thanks for investigating! |
Oh I just wanted to rectify this and I forgot, I was wrong about caching, since it is specific to asset bundles, and not arbitrary downloaded files. But the temporaryCachePath can indeed be used for caching (I think it is the preferred way, as it can be cleared from the app info in android for example) |
Is there a reason why caching is only on Desktop? I did a few modifications and caching works on mobile. Is there something I'm missing?
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