couldn t load root assetbundle

I am trying to read an assetbundle from internal storage. This works:

However when I try to redirect it to root, like so:

I get a Unable to open archive file: /storage/emulated/0/AssetBundles/model_objs on a logcat

The bundle is exactly the same and is in both locations

2 Answers 2

Colin Young was right, I had an issue with the auto-generated manifest. The default manifest was as follows:

When I removed andro from I solved the issue.


Well, hello everyone!
Here is my problem — I’m trying to run rust server on my own machine(Wndows 7 x64, 16gb ram, i7 3.5GHz) for a while. and I’m stuck.

I use to do it before — everything was fine, but right now server just don’t want to start. Here is a step-by-step what I’ve done and what I’ve got:

  1. Download steamcmd and check if it’s up-to-date
  2. Run updating script for the server, like I use to:

I’ve tried to copy content.bundle from the game(why not. ), redownload the server, verify it’s cache — no luck.

I have no idea why this is happening and what to do now.

I’m sorry — I know that this is oxide-related forum, but may be someone here can help me? Or at least point me to the right place where I can get some help.


I’m using www.LoadFromCacheOrDownload to download AssetBundles but I’m getting an error: “Cannot load cached AssetBundle. A file of the same name is already loaded from another AssetBundle.”


This error is thrown because Unity will only allow you to have a single instance of a particular AssetBundle loaded in your application at one time. This means you are trying to access to a previously loaded Assetbundle, like this:

And you haven’t unloaded it with AssetBundle.Unload yet.

This also applies for AssetBundle variants because the only difference between them are the individual Assets contained in it and the variant name, which is appended to the AssetBundle Name to identify it. However, when loaded they are considered the same AssetBundle, so it is not possible to load more than one variant of an AssetBundle at the same time.


Keep track of loaded AssetBundles and unload them when you are no longer using them. A guide to properly managing loaded AssetBundles can be found in our AssetBundles usage patterns tutorial.

If you still get this error and have lost track of the current AssetBundles, you can use Resources.FindObjectsOfTypeAll to find the already loaded AssetBundles in the memory as shown below.

More Information

For more information, take a look at the following documentation:

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