// Build a streamed unity3d file. This contain one scene that can be downloaded // on demand and loaded once its asset bundle has been loaded. @MenuItem ("Build/BuildWebplayerStreamed") static function MyBuild(){ var levels : String[] = ["Assets/Level1.unity"]; BuildPipeline.BuildStreamedSceneAssetBundle( levels, "Streamed-Level1.unity3d", BuildTarget.WebPlayer); }
When downloading the built compressed file, you need to call WWW.assetBundle in order to make the scene available to theApplication.LoadLevel() and Application.LoadLevelAdditive() functions.
function Start () { // Download compressed scene. If version 5 of the file named "Streamed-Level1.unity3d" was previously downloaded and cached. // Then Unity will completely skip the download and load the decompressed scene directly from disk. var download = WWW.LoadFromCacheOrDownload ("http://myWebSite.com/Streamed-Level1.unity3d", 5); yield download; // Handle error if (download.error != null) { Debug.LogError(download.error); return; } // In order to make the scene available from LoadLevel, we have to load the asset bundle. // The AssetBundle class also lets you force unload all assets and file storage once it is no longer needed. var bundle = download.assetBundle; // Load the level we have just downloaded Application.LoadLevel ("Level1"); }