HTTP/getting-started/downloads/ #9
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That is not good enough and does not suit my needs
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Subject: [Benedicht/com.tivadar.best.documentation] HTTP/getting-started/downloads/ (Discussion #9)
HTTP/getting-started/downloads/
Here, you'll find documentation for a suite of powerful networking and communication packages designed to enhance your Unity projects.
https://bestdocshub.pages.dev/HTTP/getting-started/downloads/
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What is the best max parallel count for androids 9 and higher to download in parallel bundles ? To be safe as much as possible. I tried 20 with buffer 25 Mb and timeout 20 seconds per request , but besthttp some time failed it. Unity web request is more stable in this case .
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Sent: Thursday, August 29, 2024 10:24:46 AM
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Cc: Siarhei Kha ***@***.***>; Comment ***@***.***>
Subject: Re: [Benedicht/com.tivadar.best.documentation] HTTP/getting-started/downloads/ (Discussion #9)
Could you share how to download Unity asset bundles using best practices? Let's assume we have about 1000 bundles of size 100Kb-10Mb.
While APIs are changed, best-practices remained the same. If you have 1000 resources to download i would still advise to maintain a queue on top of the plugin.
In the previous versions, I discovered global BestHttp settings. In 3.0.10, the latest API was changed.
What global settings do you miss?
What do you mean in the doc aboud manual disposing of downstream?
Manually disposing the download stream is required only if you use/access it directly. Data, DataAsText and DataAsTexture2D will take care of disposing it and you don't have to!
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What are the best practices on mobile of size for
request.DownloadSettings.ContentStreamMaxBuffered
?
…On Thu, Aug 29, 2024 at 11:36 AM Serge ***@***.***> wrote:
What is the best max parallel count for androids 9 and higher to download
in parallel bundles ? To be safe as much as possible. I tried 20 with
buffer 25 Mb and timeout 20 seconds per request , but besthttp some time
failed it. Unity web request is more stable in this case .
Get Outlook for iOS <https://aka.ms/o0ukef>
------------------------------
*From:* Tivadar György Nagy ***@***.***>
*Sent:* Thursday, August 29, 2024 10:24:46 AM
*To:* Benedicht/com.tivadar.best.documentation <
***@***.***>
*Cc:* Siarhei Kha ***@***.***>; Comment <
***@***.***>
*Subject:* Re: [Benedicht/com.tivadar.best.documentation]
HTTP/getting-started/downloads/ (Discussion #9)
Could you share how to download Unity asset bundles using best practices?
Let's assume we have about 1000 bundles of size 100Kb-10Mb.
While APIs are changed, best-practices remained the same. If you have 1000
resources to download i would still advise to maintain a queue on top of
the plugin.
In the previous versions, I discovered global BestHttp settings. In
3.0.10, the latest API was changed.
What global settings do you miss?
What do you mean in the doc aboud manual disposing of downstream?
Manually disposing the download stream is required only if you use/access
it directly. Data, DataAsText and DataAsTexture2D will take care of
disposing it and you don't have to!
—
Reply to this email directly, view it on GitHub
<#9 (reply in thread)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/AEBK4MF6NLD74KYGCBM47UDZT3LE5AVCNFSM6AAAAABNIFVTI6VHI2DSMVQWIX3LMV43URDJONRXK43TNFXW4Q3PNVWWK3TUHMYTANBYGQYTKMQ>
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HTTP/getting-started/downloads/
Here, you'll find documentation for a suite of powerful networking and communication packages designed to enhance your Unity projects.
https://bestdocshub.pages.dev/HTTP/getting-started/downloads/
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