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How Unity Generates Cache Hash For AssetBundles

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I am looking into the technical aspect to how Unity generates the cache name for an asset bundle. For example, my game caches an asset bundle of URL, Hash128 and CRC to a bundle of Example_Game/b2ee2b99701af83199d653e4 using WWW.LoadFromCacheOrDownload. How does Unity generate the cache's name from this data? (the "b2ee2b99701af83199d653e4" file name). In summary, what cryptographic algorithm does Unity use internally to generate this hash for the file name, and how can we recreate the hash from this data ourselves? For reference, the version of Unity I'm using is Unity 4.6 - hence the old LoadFromCacheOrDownload method that is being used.

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