Questions tagged [asset-management]

The processes and techniques of tracking and handling assets within code and file system during development and execution of a game.

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2answers
51 views

Load scene without being in build settings and without using AssetBundle

This is the closest I've gotten: ...
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2answers
77 views

How to update the value of all owners of shared_ptr?

I’m writing a render, there is a class that shaders should store, something like a shader manager. These shaders are stored as ...
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1answer
42 views

AudioClip generated by an external process and loaded into the editor has no samples

I'm working on a custom ScriptedImporter -- let's call it LmmsImporter -- that loads project files from the LMMS sequencer as <...
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0answers
32 views

Best data types for DNA, edibles and creatures

So I am making a sort of continuous evolutionary system in the Unity3D engine. Currently I have a DNA class that has values that gets applied to a Creature object on initializing e.g.: ...
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1answer
59 views

How to manage complex mesh importing in to a game engine

A bit of context: I'm developing a 3D rendering engine and can't really make much more progress until I get some more interesting and complex meshes loaded in to the scene. So far I have been using ...
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0answers
30 views

Libgdx, can I load to the AssetManager from memory

I'm using the AssetManager to handle assets, but there is one time where I want to create a texture from a pixmap during the program. It would be nice if I could add that created Texture to the ...
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1answer
33 views

How Can I See, Have, Use, and Not Compile Available Assets in Unity?

In short, I own a bunch of asset packages. I don't know what's in them until I bring them into Unity. Some of them have scripts that are not compatible with my current Unity build, but I may not care, ...
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2answers
63 views

Solutions for maintaining importers and exporters when chaning file formats

After having a very short discussion with Delix on youtube (see link below) on custom data storage formats, I started thinking. What are some useful ways of maintaining importers / exporters when you ...
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1answer
860 views

Pass and Change Objects Between Scenes in Unity

I ran into a bit of a problem with organasing object changes as well as storing them and passing to scenes. By that, I mean that I'm programming a game that has different characters and possibility to ...
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1answer
123 views

How can I avoid assets reload if an Android activity is re-created?

I've put my libGDX view inside a bigger Android layout. When the user rotates the screen, a new layout specific for the orientation is drawn, for this reason, the activity is rebuilt from scratch ...
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1answer
682 views

LibGDX: How to use AssetManager with Texture Atlases?

A similar question was asked before, but I never saw an answer. How does one load individual texture regions that derive from a texture atlas using assetManager? I know that assetManager relies on a ...
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1answer
250 views

libGDX game crashes on Android without any logs / errosrs

libGDX game crashes without any errors in console on android devices. It happens at different parts of game at different screens at different time. I don't see the reason. Game works well, without ...
3
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1answer
80 views

How to handle assets in Unity?

Here's what I have in our little Unity game: If an asset (mostly a prefab or a texture) has to be accessed (e.g. to instantiate a game object), it is often passed as ...
3
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0answers
130 views

Unity - Loading Assets / Resources during run-time for a highly customizable game

I haven't had to think too much about this problem too much until now. I am in the middle of creating a character customization system for my game. There are 60+ characters in the game, I have ...
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1answer
2k views

UE4 Image Asset From String

I have a custom widget with an image component. I want to change the image dynamically based on a string from a data table. How do I do this?
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1answer
218 views

Two BitmapFonts from one .ttf font using AssetManager

I'm trying to start using AssetManager in my game. Previously I used to generate two BitmapFonts (bigger and smaller) from my .ttf file and it worked well. Here's how it looked in the code: ...
2
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1answer
452 views

Libgdx: Using an AssetManager in every Screen or use a single AssetManager in Game class

I have a HexGame class extending Game and various Screens that receive the game object in ...
3
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1answer
74 views

Separating Assets in Unity

Well, my question in rather simple - or so I hope. What I would like to do is separate my game assets in the Unity game engine into separate files for the build. This way not all the assets are in one ...
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2answers
416 views

LibGDX - On the “slowness” of loading assets

Many tutorials I've seen put the loading of assets via AssetManager in a dedicated screen which displays some progress bar or image while the loading happens in background. Each "real" screen then ...
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1answer
494 views

Am I using libGDX Asset Manager correctly?

My understanding is that you initialize the AssetManager as a non-static object in your main class and load the sprites you need... ...
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0answers
50 views

Using libGdx and Box2d for game and getting this error- “incorrect checksum for freed object”

I am new in game development and I am using libGdx with box2d in my game, whenever I try to switch screen (both screens has ...
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2answers
1k views

Proper way of loading Image/Texture Sprites on GameScreen in LibGDX?

Good day everybody I'm new to this framework LibGdx. I need advice/suggestion for my game.Is it okay if I load my images in a single class? I'm a beginner and start learning LibGdx. I already coded ...
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3answers
311 views

Use tilesets or a complete image?

Whats the advantage of using tilesets instead of importing the entire image itself ? Is it giving us some sort of advantage (in terms of memory maybe) ? Also, how much of a disadvantage would it be to ...
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2answers
92 views

How can I boost cache performance when storing objects in a scene with managed languages?

So, for reasons that I won't go into (has to do with my team more so than a good objective reason, unfortunately), I'm building a soft game engine in C# on top of SharpDX. C++ wasn't an option. I can'...
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1answer
3k views

How do I load a specific Asset Bundle Manifest, but not the Asset Bundle itself?

I have a bunch of Asset Bundles. I load the generic Asset Bundle Manifest to get the names of all of my asset bundles. I want to load only a specific asset from the bundle, but I need to retrieve ...
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1answer
465 views

Why does the Texture from AssetManager displays black rectangles only (LibGDX)?

I loaded and get a texture from assetmanager but whenever I test the app it only shows black rectangles instead of the texture. I tried finding some probable cause for this in my code but I can't ...
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3answers
3k views

Identifying assets in a game engine?

I want to identify my loaded assets, but I don't know which one should I choose. There are 2 options: Name (string) This is the easiest and also fast with unordered_map ( O(1) ), but way slower then ...
2
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1answer
75 views

Game asset : some are handled by POINTER, some by VALUE ; fear of inconsistency

A part of my game asset manager are divided into 3 layers. 1. Loader (Opengl-related) : MeshInternal, TextureInternal A manager will ensure that 1 filename will be loaded only once. 2. Handle : ...
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2answers
730 views

Make Unity game using files directly from game directory

For stats of enemies, and several other kinds of info, I've decided to use not inspector fields or hardcoded values, but to store values to some XML and other types of files, and read them from ...
2
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1answer
152 views

Character from downloaded AssetBundle renders as magenta in Unity

I'm currently using Unity 5.3.5f1 free edition. I have a character in an assetbundle that I load from my server at runtime. The target platform for the asset bundle is Android. The default shader ...
0
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1answer
434 views

Unity Asset Store Tools Problem

So I downloaded Asset Store Tools in the Unity Asset Store. When I upload my asset to my package, I get this popup: Wrong project path The path selected must be inside the currently active project....
2
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2answers
669 views

Should I have one asset manager and unload and load with different gamestates? Or should I have one for each gamestate?

I am working on a LibGDX game and I would like to find out the best way to manage assets. Should I have one AssetManager that is passed through to my GameState init() method to load from each level, ...
7
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2answers
968 views

Libgdx black rectangles problem

I'm working on a game for Android using Android Studio with LibGDX in Java. I recently found a weird problem when closing and reopening the game. When I first open the game, it works fine. If I click ...
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2answers
100 views

Backing up non-text based assets

I'm using a Source Control Management tool (git) for backing up configurations, code etc. But how do I manage art assets and other game assets that are in binary formats, and tend to be big (animators,...
3
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0answers
209 views

One big asset file or many small asset files?

I'm working on a game and I'm wondering if it is better for performance and memory usage to have one large file containing all my assets (the assets are in a custom format) with a look up table at the ...
0
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1answer
72 views

Can Soomla directories be safely moved one directory down in Unity?

I'm integrating in-app purchases in my game. To do so, I chose to use Soomla (http:soom.la) asset. I use the free version registering for the grow bundle. I've ...
0
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1answer
3k views

where can I download unity assets without opening it in in unity. [closed]

I'm browsing through my mobile phone and I need to download unity assets but unity asset store demands that I open the assets in unity directly. How or which site can I download it on my mobile and ...
1
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0answers
442 views

LibGDX sound playing problem

I'm making a game and I want to play sounds in it. I have AssetManager which loads the sounds and I made a class which has playSound(String sound) method. This method calls the get() method of the ...
6
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2answers
3k views

C++ exensible resource manager class with dynamic registration of factories

I've done some some research on my own, so I hope someone can help me finish it. I'm trying to replicate the design of an extensible asset manager featured in this answer. At the moment I have ...
3
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1answer
358 views

Do I have to commit the downloadable assets for Unity to the repo? Or a reference for the team to download them?

QUESTION (Short version) I am going to use the Unity Test Tools asset to do unitary testing. Q: Do I have to commit the ...
3
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1answer
1k views

Find asset labels at runtime

Unity allows me to add multiple labels to my assets in the editor (the little blue luggage tag in the corner of the inspector). I can use the Asset Database to find all assets with a certain tag from ...
2
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2answers
408 views

How can I name and organize resources at design time?

I'm having a very hard time trying to figure out a good way to add new resources to my game project in a way that's convenient for designers. To try and better understand the problem, I'm trying to ...
0
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1answer
87 views

assets access with index offsets

My question if about resource management. Is it a good idea to store resources like Sounds in an array and then make a second array(lets call this SoundCollections) as a sort of reference table(name + ...
1
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1answer
195 views

Effective content manager on AS3 Flash

In my game more than 600 images and 200 sounds. I'm try organize effective images and sounds manager for fast access. This is a good approach? ...
1
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3answers
324 views

Implementing a score cheating prevention system in an offline game with an online score board: How to protect game fairness?

This is hopefully a very simple question. It isn't about loading assets (which is all I found while searching) Basically I have a template, say Object_Monster that has stats, abilities, etc. But I ...
2
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0answers
131 views

Parented hitboxes with attributes in .FBX

Here's a visual description. In Maya, I want to: have boxes parented to my model have these boxs scale/translate/rotate with respect to each limb. have them to carry attribute data that describes if ...
7
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4answers
891 views

Should references between assets be handled by name or ID or something else?

How should content or asset items be referenced in their serialized form? For example, a material might need to reference several textures. The simplest way would be to use a path, relative to the ...
2
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0answers
230 views

Implement continuous integration (smoke test) [closed]

Moving from J2EE industry to Android development there is a question in my mind, about continuous integration to perform smoke or integration testing. I'm building a single game, a memory card game, ...
0
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1answer
324 views

OpenGL assets and new OpenGL context

So I have a bunch of meshes, materials, etc and then all of a sudden the window needs to be torn down and then recreated (such as switching on fullscreen with GLFW) which means I will get a new OpenGL ...
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1answer
1k views

How can I implement an asset update/download in a libgdx application?

I am building a game based on libGdx and I want to be able to check for and download updated assets at some point before the player starts playing. The game is being built for PC and for Android. I ...