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Questions tagged [assetbundle]

0 votes
0 answers
118 views

I'm creating a simple bullet hell game for Android and I ran into an issue when diagnosing my game using the Memory Profiler where memory usage was increasing after each play-through. I had calls to ...
hoffer's user avatar
  • 1
1 vote
0 answers
118 views

I have a CCD pipeline set up using Addressables and they seem to load perfectly fine from Unity's CCD buckets but when I build for Android and test on my mobile device, it leads to a 400 error. Here ...
zz zz's user avatar
  • 11
1 vote
0 answers
76 views

For example, in the LocalizationProvider class a Sprite is loaded this way ...
Serg's user avatar
  • 393
0 votes
1 answer
455 views

I am trying to figure out how to properly package my bundles. My goal is to try and avoid necessary duplication of assets and cut down on download time of the assets by having smaller bundles. The ...
Ivan's user avatar
  • 379
1 vote
1 answer
634 views

I am deciding on how to package my asset bundles that will be loaded from the web server at some point in the game. Currently I am thinking of packing them by types: for example, I would have one ...
Ivan's user avatar
  • 379
1 vote
1 answer
1k views

In my project I am trying to build a dedicated server build to deploy to Multiplay hosting services. Build target is Linux OS,build settings are default, scripting backend set to IL2CPP. When ...
Omer Simchoni's user avatar
0 votes
1 answer
443 views

I am using this code snippet in unity 2021.3.16 to create Asset bundles: ...
Muhammad Faizan Khan's user avatar
0 votes
1 answer
2k views

I have been trying to get Asset Bundles to work since my app is larger than 150MB, but the Google -> Build Android App Bundle... step keeps failing on me. I am ...
Fabio S.'s user avatar
  • 485
0 votes
1 answer
577 views

I am relatively new to how asset bundle works in Unity. Based on my learning, it seems one uses UnityWebRequest.GetAssetBundle to download an asset from a specified ...
cr001's user avatar
  • 153
1 vote
0 answers
690 views

My game uses AssetBundles, all located locally in StreamingAssets (although on Android they're automatically put in the .obb file). We use them for almost everything - monsters, areas, music, and... ...
Saturn's user avatar
  • 1,763
0 votes
1 answer
185 views

I want to create an asset/bundle that I can drop into projects to get up and running easily. Ideally this bundle would be closed-source so that the code is not accessible, but yet still usable. Is ...
Kendall's user avatar
  • 107
1 vote
0 answers
2k views

After fixing all duplicates using Analyze tool, the apk file still bigger than before i start using Addressable. All my bundle is local and use LZ4 compression. Here what i have done: Fix all ...
LegendaryShell's user avatar
2 votes
2 answers
15k views

I have a project that already uses asset bundles. I download assets when the game starts and show them to the user when needed. I see that Unity provides addressables as new solution for asset ...
virtouso's user avatar
  • 2,680
0 votes
1 answer
307 views

I have a project with EMP imported, and now I would like to use assembly definitions to clean up my project a little bit. Everything works fine in the editor, but when I hit Build player script in my ...
formatc2013's user avatar
0 votes
0 answers
206 views

I'd like to load a 3d model that contains several objects in real-time. I believe I have to two methods to do this: create an assets bundle that contains my model (all object) and loaded at runtime. ...
Mohamed Amine Ouali's user avatar

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