Questions tagged [assetbundle]

The tag has no usage guidance.

9 questions with no upvoted or accepted answers
Filter by
Sorted by
Tagged with
1
vote
0answers
32 views

What may be causing AssetBundle.LoadAsset to freeze the game and device?

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... ...
1
vote
0answers
436 views

Unity - Adressable - Build size is bigger than expected

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 ...
1
vote
0answers
3k views

Can you load all assets inside an Addressable folder?

So, I have a folder marked as addressable. This folder has many sub-folders, which might have more sub-folders, ultimately having some .png images. I would like to ...
1
vote
0answers
102 views

Estimate an AssetBundle size in RAM

I'm working on a small tool on top of the Asset bundle browser to estimate how much size in RAM a bundle will take so I can put a hard limit / validation before a bundle is submitted to version ...
1
vote
0answers
313 views

Unity Particle Systems from AssetBundle not rendered properly

Background I'm developing a (mobile) game that makes use of particle systems to display blood splashing. The particles are - like most assets (characters and whatnot) - world based which means there ...
1
vote
0answers
423 views

how to release unity webgl memory from asset bundle

I have stuck in a weird problem, in my Webgl project i am loading asset bundle frequently which is working fine but after unloading the asset bundle the memory is still not releasing. I am using ...
0
votes
0answers
4 views

Unity BuildAssetBundles: build all files at once vs. build one at a time for large amount of assets, which is better?

I need to build the unity asset bundles for a very large amount of assets. When writing my code to do exactly that, I found out one can give a buildMap to the BuildPipeline.BuildAssetBundles function ...
0
votes
0answers
86 views

Performance in unity at runtime (mesh creation) vs (assets bundle loading)

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. ...
0
votes
0answers
26 views

just download first assetbundle

In the Start of my scenes I call the method that downloads the assetBundles for that scene. The problem is that it only downloads the first assetBundle from the list, the second does not download it. ...