After struggling to load assets from resources (I still haven't figured out why this wouldn't work actually) I was able to finally load assets during runtime after packing them into AssetBundles using the following code:
var myBundle = AssetBundle.LoadFromFile("Assets/AssetBundles/soundanchors");
if (myBundle == null)
{
Debug.Log("Failed to load assets from bundle at Assets/AssetBundles");
}
else
{
Debug.Log("Successfully loaded sound anchors from Assets/AssetBundles");
soundAnchors = myBundle.LoadAllAssets();
AddAnchorsToGrid();
}
The code works fine when I build and run the project on OS X. However, once I build the project and run it on an IOS device I am no longer seeing the asset bundles load.
I'm assuming this is because the path to where the bundles are saved is different on IOS but I'm having trouble locating where I should be looking for them.
As you can see from the code, the location of the bundles in my Assets folder is here: "Assets/AssetBundles/soundanchors"
How does Unity handle the asset paths on IOS? Is there some constant in the Unity API that holds the default IOS path prefix?