Questions tagged [assets]

Game resources separate from the software (code) and hardware (platform). The most common assets are graphics and audio.

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3
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2answers
540 views

How can I find out where a particular texture is being used in my Unity project?

I have a texture in my assets, and I need to find out where it's being used so that I can change some textures in my project. How can I find out where a specific texture is used in my project? The ...
3
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0answers
140 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 ...
1
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0answers
79 views

How to use a whole new set of assets (reskinning)

I need to be able to load my game with a different set of assets, basically reskinning it. I knew beforehand that I would need a way to do that in the future so right now i'm accessing my assets via ...
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0answers
38 views

Licensing for assets in a game but it is free for commercial use

In my game, there is this music that I use and of course before releasing anything for commercial use, I have to have a license for what I dont create for my game for example ( game engine, music, ...
0
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1answer
292 views

String table or a tree for virtual filesystem

I am developing a binary file format to store my game's assets and I am thinking about how to implement the "file table". One option to would be to create a structure for file entries like this: <...
0
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1answer
300 views

Should I compress the game data files?

I am working on packaging my game resources into a single file. I have chosen the format but I don't know whether I should use compression or not. I understand the possible pros and cons: Compression ...
-1
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1answer
88 views

How to use Resources.LoadAll<T>() to get derived classes

EDIT: Unity's Resources.LoadAll() does include all derived types. My mistake! I noticed that the type filter in Unity's Resources.LoadAll() filters out only classes of type T. I would prefer it to ...
1
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0answers
137 views

Loading WAV and MP3 files with LWJGL 3?

Whenever I research audio in LWJGL 3, they always use STB which can only load Ogg files. All of my audio files are in either WAV or MP3 format, and it would be annoying to have to convert all of them. ...
0
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1answer
32 views

Unity prefabs - chose what to Apply

I have some prefabs and if I change a value of a script on them - as to be expected - it turns bold meaning if I apply, that value will be input for all of my prefabs. The problem is, I wish to have a ...
1
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1answer
2k views

How do you compute the tangent space vectors with normals given in the mesh?

Suppose you are given a mesh with normals for each vertex. These normals might not correspond to the face normals, as the artist could have tweaked them. In this case, how would you go about computing ...
1
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0answers
118 views

Load all materials with loadallassetbundles before objects?

I have a lot of objects as assetbundles and they're growing. I didn't want to have the user to download the materials for every asset because they all share their materials. so I put all the materials ...
3
votes
1answer
75 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 ...
1
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1answer
291 views

Importing levels at runtime

I know that the Unity editor can import/export packages which could contains Scenes (levels), but is it possible to import a Scene into a game at runtime without the Unity Editor? What I am trying to ...
2
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1answer
139 views

Should we avoid a padding of transparent pixels around an image when creating Assets to be used in 3D Space?

Assuming we are creating Assets to be used on iOS in order to create textures that are then mapped to the surface of Quads in 3D Space, is below recommendation and its reasoning appropriate? Try to ...
2
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3answers
344 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 ...
7
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1answer
4k views

How to import assets to Unity3d Build on runtime

I am trying to import assets- ex:"fbx files"- into my app that is made using unity3d. this works easily inside the unity editor, but i need to do that in the actual build. any idea how to make this ...
0
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1answer
2k views

How do I load an asset bundle?

I am trying to load a bunch of prefabs from an asset bundle. I am building the asset bundles for StandaloneWindows64: ...
-1
votes
2answers
162 views

If I purchase game assets from an artist, should I ask them to explicitly sign over all rights to the art?

To cover all worst-case scenario legal bases, does a developer need any form of written communication from an artist confirming both the purchase of, and explicit transfer of all rights to, the art ...
0
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1answer
453 views

Load destructible mesh at runtime

Using the tutorial: Components and Collision as a guide, to dynamically load a SphereShape the following is done: ...
1
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1answer
414 views

Unity store data in database

Is it possible to store assets used in a Unity game (2D or 3D) in the database? I think it is less efficient but want to have single source of truth and maybe have the game contact the database ...
1
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2answers
165 views

How do you retrieve assets that have been stored by UUID?

I'm designing my assets, and thinking about using a UUID or a name for accessing them. I decided to use UUIDs for identifying them and for storing/accessing the cache, but what if I want to get/use an ...
12
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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 ...
1
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3answers
821 views

Unity “static” references

I have been researching this for 2 days now and I cannot seem to find a proper response. I am trying to figure out a good way to store constant variables within my game. Basically, does it make more ...
0
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1answer
619 views

What is the meaning of this “MuxOMX ctor” log in LibGDX?

I'm developing a game in Java for Android using LibGDX with Android Studio. I'm using the AssetsManager class and I've noticed weird log when finishLoading() is finished: ...
1
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1answer
207 views

TextAsset thinks file is ~6856 bytes when it is 120123 bytes

So I've created a text asset in Unity of a binary file which i'm attempting to read in as a byte array. The result I'm getting is a byte array tht is almost half the size it's supposed to be. The ...
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1answer
80 views

Process of Game Updates/Patches

I am currently in school studying game design and programming and I am wondering, simply: How are games updated? Whenever I create simple, little programs, if I change anything, essentially the ...
0
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1answer
586 views

Issue with dark .PNG files in Unity

I made sprite assets in Krita and I exported them as .PNG files. When I import the files into Unity assets, however, they become a lot darker than the original colors. So far, I haven't found the ...
-1
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1answer
308 views

Allow user to load remote assetbundle

How can I change the script to allow the end user to enter a URL, in the game view themselves, instead of me at the back end? Here is the Unity script that I am using successfully to allow me add an ...
1
vote
1answer
496 views

iOS: controlling size of assets designed in Cinema 4D when importing into Xcode?

A designer provided the attached two DAE files created in Cinema 4D. The characters in these DAE files are to be integrated into an iOS game. Both assets are of ...
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4answers
621 views

Why some textures become black in GDX

I have such situation in my GDX game: I have a static class that manage my Drawables. It's a Singleton. I want to load all my ...
3
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2answers
792 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 ...
1
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2answers
218 views

MobileSingleStickControl Elements Disabled Unity

I cloned my Unity project on other system. Elements attached to canvas(a prefab) are disabled and when I select an element in inspector, for example Background (shown in screenshot) it is showing ...
1
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1answer
188 views

What's the benefit of packaging assets?

So, I often see assets being packaged in some sort of custom container format. World of Warcraft uses a bunch of files called "data.xxx" where xxx is a number (but they used something like MPQ files ...
28
votes
6answers
7k views

Why are extra assets left in the final game?

I was just reading about what was discovered in the files for No Man's Sky, a lot of things that weren't used or relevant to the game. I also read a short while ago about the E3 settings being left in ...
2
votes
1answer
157 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 ...
2
votes
3answers
616 views

Protecting game assets through archiving

I'm writing a game in C++ (with OpenGL) and am getting quite far into development. Currently I'm loading the data directly from different directories. (E.G. I load textures from a /Data/Textures/......
0
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2answers
65 views

Why does Unity allow me to use GameObjects created from non-existent prefabs?

I have code similar to the following in a Unity project. I was trying to shoot a projectile when spacebar was hit, but a projectile wasn't appearing. I found out the problem was caused because I moved ...
2
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1answer
6k views

How to use Resources.Load with an AudioClip in Unity?

I'm trying to load an audio clip that's in my assets directory and play it. Here is my C# script: ...
6
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3answers
987 views

Blender assets management and workflow for Unity project

I'm trying to decide how to manage my 3D assets, and even how I should construct a world for my game. I should maybe explain, my game is basically a single explorable world set in a school. It's ...
3
votes
1answer
759 views

RAM usage unusually high, but CPU usage relatively low

I've created a relatively simple game using libgdx, but the RAM usage when I start up the game on my Android device is roughly 600-700 mb, but the CPU usage is only about ~0.05%. I've downloaded a ...
27
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3answers
4k views

For a custom game engines, what should I do if my core data is malformed or missing?

I'm writing a custom engine for a game. I started this game well before I understood why I should use middleware, instead, and it's too far along to rewrite. The vast majority of my data comes from ...
1
vote
1answer
650 views

Game asset “objects” consisting of several meshes vs continuous mesh

When building game objects in a 3D modeler like Blender I'm finding it's easier to get greater detail and still have fewer vertices if I separate certain elements. For example, I need to make cuts ...
1
vote
1answer
228 views

Aggregated assets from demo projects in UE4

Unreal engine allows you to download demo projects under the "Learn" tab of their launcher. How do I access the resources and assets used in these projects in an aggregate form? To put it simply, ...
1
vote
1answer
2k views

Unity mesh collider detecting collision on object empty inside

I'm trying to get my first 3D game done with Unity. In this game the character will be flying through some rings. I made the ring asset with MagicaVoxel, exported it in .obj and reimported in Unity ...
1
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0answers
397 views

How to convert the unity standard assets first person controller to rigidbody?

I'm using the standard assets first person controller but I just realised I need the rigidbody controller instead. I don't want to switch them out though because I've made a whole bunch of ...
4
votes
1answer
160 views

MonoGame creates a copy of song files in XNBs location

I'm having a problem. I've been adding .wma files to the Content Pipeline app to be used as my game's background music. But today when I opened the ...
1
vote
1answer
819 views

Orion Leap Motion`Hand' does not exist in the type `Leap.Leap' - Compile error for core assets

I was playing with the example scenes provided by the Core Assets pack. Everything was working perfectly in Unity 5.3.2f1 until I opened the PinchingSandbox scene and added two script components to ...
0
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2answers
139 views

Maya Rigging - Shoulder joint attached to head?

I'm fairly new to modeling and rigging in Maya; so my question is: in the image below how can I unbind the rigs head from the shoulder pivot? I've searched online for why this occurs and I can only ...
4
votes
1answer
679 views

“Industry Standard” JSON formats for game assets [closed]

This question is inspired by my venture into the Phaser game engine but seems to apply to any engine that uses JSON for its asset format. Phaser relies on PhysicsEditor to export and create the JSON ...
3
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0answers
211 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 ...