Unity Asset Bundle 6 Dec 2018
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Hello, I'm working on an editor automation script, that allows import multiple unity packages and then builds android asset bundles of all. I'm doing t$$anonymous$$s by importing one unity package and then building asset bundle available in the unity package and then repeating t$$anonymous$$s recursively for all. T$$anonymous$$s script is made for upgrading our unity packages of asset bundles to the desired unity version. Automation script is below:
The script is written in Unity version 5.6.3 and all unity packages exported from Unity 5.6.3. It is working properly in Unity 5.6.3, Unity 2017 and Unity 2018.1.6. But it not working properly in Unity version 2018.2.X. The issue is the first unity package gets imported and build successfully but the next unity package gets imported but does not go to the build step. In my script, I have put the build asset bundle code in AssetDatabase.importPackageCompleted callback. The first time the callback gets called and the build executes, but the second time it does not get called and my automation script stops. Now I am not able to understand when I am using basic unity editor APIs and the same script works in unity 5.6, 2017 and 2018.1.6, why doesn't it work in unity 2018.2.X? Are the base APIs changed in unity 2018.2.X? I have shared the script and sample unity packages for testing and debugging. Guys, please help I am stuck with t$$anonymous$$s issue since past 1 week. Thanks in advance.
The issue was the introduction of nested prefabs between 2018.2 and 2018.4. I had a build script that removed my theme song audio files from a prefab on my first scene, so that it could be loaded from an asset bundle on webgl. On 2018.2 the prefab auto saved and this was fine, the audio files were taken out of the build so it only existed in the asset bundle, on 2018.4 however you have to manually save the prefab, so the large audio files existed in the build as well as my asset bundle.
I am working in unity 2018 Asset Bundle. In my project i have to pack the entire sceneinside of an AssetBundle and when i needed, the game will download the AssetBundle from the internet and then it should unpack it.
The whole concept of assetbundle is to load stuff, on-demand. Loading the whole scene seems a bad pattern. Also, the whole script layer is lost, when using asset bundles. If you need to load a big environment or something bigger, just put it in a prefab.
The annual Unity Mega Bundle is on right now, a collection of Unity assets bundle together with savings up to 95% off. The Bundle is organized into tiers, where higher dollar value tiers include all the tiers below it. The Mega Bundle tiers include:
Creators can develop and sell user-generated assets to other game makers via the Unity Asset Store. This includes 3D and 2D assets and environments for developers to buy and sell.[87] Unity Asset Store launched in 2010. By 2018, there had been approximately 40 million downloads through the digital store.[88]
This tool is something you install/import in your game as raw .cs files from the Asset Store. Some scripts are targeted for the Editor experience, while others are examples of how you use asset bundles at runtime in your game/app. 2b1af7f3a8