Unity Editor version: 6.3 LTS
ML2 OS version:1.12.1
Unity SDK version:2.6.0
Host OS: (Windows/)
Error messages from logs: No error log.
Hi all,
I was previously loading my asset bundles without any problem with that piece of code;
`public async UniTask AsyncGenericBundleLoaderAndroid(string targetAssetName, string targetAssetBundleName)
where T : class
{
try
{
var targetAssetBundle = _loadedAssetBundles
.FirstOrDefault(x => string.Equals(x.Key, targetAssetBundleName, StringComparison.OrdinalIgnoreCase));
if (targetAssetBundle.Key == null)
{
string bundlePath = string.Empty;
bundlePath = Path.Combine(Application.streamingAssetsPath, targetAssetBundleName.ToLower());
UnityWebRequest webRequest = UnityWebRequestAssetBundle.GetAssetBundle(bundlePath);
await webRequest.SendWebRequest().ToUniTask();
if (webRequest.result != UnityWebRequest.Result.Success)
{
Debug.LogError($"Could not load {targetAssetBundleName} assetbundle.WebRequest Error: {webRequest.error}");
return null;
}
AssetBundle loadedAssetBundle = DownloadHandlerAssetBundle.GetContent(webRequest);
if (loadedAssetBundle == null)
{
return null;
}
_loadedAssetBundles[targetAssetBundleName] = loadedAssetBundle;
}
// Retrieve the asset bundle from the dictionary
var getAsset = _loadedAssetBundles
.FirstOrDefault(x => string.Equals(x.Key, targetAssetBundleName, StringComparison.OrdinalIgnoreCase));
AssetBundle assetBundle = getAsset.Value;
var assetRequest = assetBundle.LoadAssetAsync<T>(targetAssetName);
await assetRequest;
return assetRequest.asset as T;
}
catch (Exception e)
{
Debug.LogError($"Error On Bundle Loader {targetAssetName}, {targetAssetBundleName} {e.Message}");
return null;
}
}`
now assetbundles are loading very slowly. It still loads, but takes around 20 ~ 30 secs to load my asset bundles. It was like 1-2 seconds to load the same thing. Would it be related to Magic Leap SDK ? or unity version ? Or if there is a special setting for build that I need to make? for example Texture Compression does not seem to work
Even if I select two Compression formats I’ll also need to make it an app bundle instead of an apk, which does not work with Magic Leap. Does anyone have another suggestion for this problem?
Thank you.

