I have a game in unity+C# running on the web browser. Map data resides on the server so that each player can get to it from any machine.
Map Data for some players is almost 50 megs (I'm aware of the 50 meg free caching cap) and each time the player logs in, it has to download all that content again.
I would like to use caching, but it looks like it only works through WWW, and only for Asset Bundles. The server builds the map information for each player live, and is not a Unity machine, but just an MVC4 service coupled with a website to download binary map data.
I would like to simple execute code similar to this
byte[] contents = [binary map data];
save("player1.mapdata", contents);
As well as the ability to load from file name, and also check if the file exists locally.
does unity web player have a way to do this?
(I also have this question on the unity forums)