cc.assetManager.loadBundle远程资源问题

cc.assetManager.loadBundle(“远程url”,{version},function(err,bundle){
bundle.loadScene(“poker”, (err: Error, asset: cc.SceneAsset) => {
if (err) {
console.error(“Error url [” + err + “]”);
return;
}
cc.director.runScene(asset);
});
})

我在ios下载第一次运行ok,能正常加载场景,终止任务后,重新加载c错误日志

ScriptEngine::onGetStringFromFile /Users/apple/Library/Developer/CoreSimulator/Devices/2C513285-370F-41BA-8F9A-E9EC2E8B1EE9/data/Containers/Data/Application/2D19E3B9-555B-4D30-A235-788084DE20DF/Documents//gamecaches/poker1/15947303707251.jsc not found, possible missing file.
ScriptEngine::runScript script /Users/apple/Library/Developer/CoreSimulator/Devices/2C513285-370F-41BA-8F9A-E9EC2E8B1EE9/data/Containers/Data/Application/2D19E3B9-555B-4D30-A235-788084DE20DF/Documents//gamecaches/poker1/15947303707251.jsc, buffer is empty!
[ERROR] Failed to invoke require, location: /Applications/CocosCreator/Creator/2.4.0/CocosCreator.app/Contents/Resources/cocos2d-x/cocos/scripting/js-bindings/manual/jsb_global.cpp:300

如果assetbundle 非常大 ,远程加载没有问题?

我的目的是热更新

我自己指定 cc.assetManager.cacheManager.cacheDir 就没问题了

请问 cc.assetManager.cacheManager.cacheDir 正确用法为何?

https://docs.cocos.com/creator/manual/zh/asset-manager/cache-manager.html?h=cachedir

cc.assetManager.cacheManager.cacheDir = ‘LoginScene’
cc.assetManager.loadRemote(‘http://example.com/background.jpg’, { cacheDir: ‘LoginScene’ }, callback);
这两个都无法,我还是看不懂正确用法,可以提供个范例吗

手动合并这个PR到本地安装目录,解决了。
https://github.com/cocos-creator-packages/jsb-adapter/pull/311