Keep it up mate : I really like the plugins which are implemented so far image and text im- and export, sound export. I might look into making it dynamically add the fields when expanding an item, but it isn't really a solution to the problem as it makes the list less responsive and still takes the same memory when everything is expanded. On top of that, the tree view isn't too efficient for such large amounts of data. Forgot password or user name? Asset Bundle Creator. You signed out in another tab or window.Login or Sign Up. You signed in with another tab or window. Asset Issue bug opened Oct 28, by Lenol Previous 1 2 3 4 5 6 Next. Unityweb file support opened Dec 23, by AndnixSH. JSON round-tripping bugs opened Dec 29, by alexrp. Positive and negative float infinity values. MonoBehaviour formatting error - Unity added 3 new Keyframe fields bug opened Feb 2, by Rudolpher. Support exporting Sprites opened Feb 3, by MichaelPriebe.
Please update support Unknown Texture2D asset format opened Mar 2, by dogebeanie. Plug-in options will not load opened Mar 17, by Temporar圜han. Master trader programĬannot Re-Import texture2d file opened Mar 28, by hiyall Auto uncompress and open multiple assets opened Mar 18, by AndnixSH. AnnouncementĪlready on GitHub? Sign in to your account. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Publication 5.Have a question about this project? Loading and unloading objects from an AssetBundle. Please check with the Issue Tracker at issuetracker. Is something described here not working as you expect it to? It might be a Known Issue. To do this it is possible to use Resources.
100 gb downloadįor instance, if an Asset from an AssetBundle is modified this will then require the AssetBundle to be rebuilt and in a production environment it is most likely that all AssetBundles are built together and therefore making the process of updating a single AssetBundle a lengthy operation.Ī better approach is to have a separate code path in the Editor that will load the Asset directly instead of loading it from an AssetBundle. When working in the Editor requiring AssetBundles to be built and loaded can slow down the development process. You can now hit play in the Editor and you should see the Cube prefab being loaded from the AssetBundle. Please note that only up to one AssetBundle download can finish per frame when they are downloaded with Drag the CachingLoadExample script onto the empty game object you just created. Otherwise the AssetBundle will be loaded from cache. At this point, you are ready to load the objects contained in the bundle. If you have not, please see Building AssetBundles.
This section assumes you already learned how to build asset bundles.