I am looking for any ideas regarding downloading large (100mg+) files in Unity3d using WebClient. WWW runs asynchronously and would be perfect except it returns a memory error and crashes the app, so I have moved to the solution as outlined here:
how to download a file from url and save in location using unity3d in C sharp?
This works like a dream except it shuts down all the scripts in my app until the download is complete. I cannot seem to even run a loading bar at the same time as the download is going on. I have tried handling this by adding a coroutine to handle the download, but so far, no luck.
Any help would be appreciated. My code currently (after many iterations) looks like:
C#
void Update()
{
//Sets up the timer so I can use it to watch the debugging
timer += Time.deltaTime;
Debug.Log (timer);
//Checks to see if the file was already downloaded and saved. If not, it begins downloading.
if (FileExists == 0 && timer >= 5) {
StartCoroutine ("DOWNLOAD");
}
//If the file already exists, it jumps straight to the next scene.
else if (FileExists == 1) {
Application.LoadLevelAsync ("Different_Level");
}
//These are the buttons. One should stop the download if the player decides they don't want to wait.
if (Input.GetMouseButtonUp (0)) {
RaycastHit rc_hit;
Ray hud_ray = Camera.main.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (hud_ray, out rc_hit, Mathf.Infinity, 1 << LayerMask.NameToLayer ("HUD"))) {
if (rc_hit.transform.gameObject == b_BackButton) {
StopCoroutine ("EN_Loop");
Application.LoadLevelAsync ("Other_Level");
}
}
}
}
//This is what should happen when the video is done downloading
void AllDone ()
{
Debug.Log ("Download Complete");
Application.LoadLevelAsync ("Next_Level");
}
////This is the coroutine I created int he hopes that I could get the download to run in the background.
IEnumerator DOWNLOAD()
{
Debug.Log("downloading_EN");
WebClient client = new WebClient();
client.DownloadFile ("http://ServerInfo.net/moviefile.mp4", Application.persistentDataPath + "/" + "moviefile.mp4");
yield return null;
AllDone ();
}