6
votes
Solutions for maintaining importers and exporters when chaning file formats
Naughty Dog seems to use scheme for describing both the data and how it should be read. However, my knowledge of scheme is non-existent so I have no clue how that would work. This would however, solve ...
4
votes
Accepted
Two BitmapFonts from one .ttf font using AssetManager
I believe this could be an issue with the AssetManager as it uses an objectMap which maps loaded objects to the string used to load them. In this case you're loading the font and the assetManager is ...
3
votes
Accepted
Separating Assets in Unity
Easy indeed - you are looking for Asset Bundles, which you can read about here: https://unity3d.com/learn/tutorials/topics/scripting/assetbundles-and-assetbundle-manager
In pre-2017 versions, you ...
3
votes
Accepted
Game asset : some are handled by POINTER, some by VALUE ; fear of inconsistency
You want to be able to easily sort by material in order to render everything that has the same material at once. This helps a lot with efficiency. So it's almost definitely a bad idea to store ...
3
votes
Accepted
Advantage of Using Addressable Over Asset Bundles in Unity
The main advantage of Addressables is that they make it very easy for your game to acquire a certain asset by name at runtime.
This used to be pretty annoying with asset bundles. First you had to know ...
3
votes
Accepted
How to make a singleton "game manager" object/class that only loads once and can be accessed from any scene?
This here is an abstract class. Which means you can not use it directly. You have to write a class which inherits from this class. Further, the class is a generic. Which means it is "a class for ...
3
votes
Accepted
How can I move my package folders into another folder to clean up Assets?
The Assets folder is a root folder where you put all of your assets (whether you've developed them or they're from a third-party). How you organize files within the Assets folder is up to you. My ...
2
votes
Proper way of loading Image/Texture Sprites on GameScreen in LibGDX?
I would recommend you use Assetmanager because that way when the application exits and you call manager.dispose() it automatically releases all resources you loaded.
Example from the wiki ...
2
votes
How to update the value of all owners of shared_ptr?
Update Object in place.
*cache["foo"] = Object(stuff);
Or add a method that will reload the entire object.
...
2
votes
Solutions for maintaining importers and exporters when chaning file formats
Never remove data from your saved data, only add. Let .NET's serializers take care of the rest. (That's my advice if you have access to .NET, as with Unity). This comes from experience with handling ...
Almo♦
- 6,698
2
votes
C++ exensible resource manager class with dynamic registration of factories
Some better idea based on your approach:
You have template<typename T> bool addFactory( std::unique_ptr<ResourceFactory<T>> factory ) so every ...
2
votes
Accepted
Create and serve AssetBundle at runtime
You don’t seem to have a lot of questions here, so I’ll answer the ones I see.
Loading an asset bundle from a web server using a normal http/s URL works just fine. It can also load bundles from ...
2
votes
Accepted
Load scene without being in build settings and without using AssetBundle
Turns out there's EditorSceneManager.LoadSceneInPlayMode which does exactly what I'm looking for! Awesome.
I had asked on the Unity Forum and found the answer ...
2
votes
Accepted
Cannot open a package from the Unity Asset Store website
I did not find a solution, but I found a workaround:
In the Unity website, click "Add to My Assets";
Go to the Unity editor;
Open the Asset Store window;
Click my initials (at the top-right corner; ...
2
votes
Accepted
How to convert Resources.LoadAll to Addressables?
I've managed to come up with a basic solution for the following problem. Here's an example of needing to load and store sprites:
Add your addressables into a group ...
2
votes
Is it possible to hide deprecated assets in Unity?
I suppose we're talking about deprecated assets that you've downloaded from the asset store. The Package Manager doesn't have an option to hide deprecated packages. The only way to do this (at the ...
2
votes
Is there a standard format to store game asset data as a binary archive?
No, there isn't. Every other game does it differently (some even keep their assets as individual files).
I am building a prototype
I would not bother about assets packaging just yet. It's a low-...
2
votes
Storing achievement code logic in JSON vs in source-code
The usual caution with JSON is that it's easy for end users to edit. That can be a plus for allowing flexible modding of your game, but it means you should treat the data as untrusted.
Never call eval(...
2
votes
Accepted
How to use handles for asset management?
My favorite fast food restaurant recently refactored their ordering process.
You used to go to the counter, order your food, and then stand there and wait while you wait for the food, and everyone ...
1
vote
Load scene without being in build settings and without using AssetBundle
Unfortunately, the only ways to load scenes are the two options you already mentioned. However, just because it’s in the list of scenes, doesn’t mean it needs to end up in the built game. There are ...
1
vote
Accepted
AudioClip generated by an external process and loaded into the editor has no samples
It appears that this is a bug. I've reported this to Unity and they have reproduced it. The ticket can be found here.
1
vote
Accepted
How to manage complex mesh importing in to a game engine
One common way to handle this is to introduce a new category of asset that we might call a "prefab."
A prefab is a self-contained branch of a scene graph, with its own root node, and optionally ...
1
vote
How Can I See, Have, Use, and Not Compile Available Assets in Unity?
Simple approach #1: Version-control your project, add an asset, and decide if you want to keep it in place. If not, revert the changes. (This workflow is also good for isolating and evaluating updates ...
1
vote
LibGDX: How to use AssetManager with Texture Atlases?
You don't, the asset is the TextureAtlas, not the individual TextureRegions.
This means that you let the ...
1
vote
Accepted
How to handle assets in Unity?
There are a few main ways to handle dependencies:
1) Make the scripts handle their own dependencies.
This seems to be what you're doing, and is how most beginner programmers first learn to handle ...
1
vote
Accepted
UE4 Image Asset From String
C++
You can use the LoadObject function to find and load and object at runtime. Full documentation is available from Epic Games here.
For loading an image the ...
1
vote
Accepted
Libgdx: Using an AssetManager in every Screen or use a single AssetManager in Game class
I would suggest using a single AssetManager, unless your assets are so large that memory would be a problem.
Again, depending on your size, you may also want to just load all assets up front. You ...
1
vote
Accepted
Am I using libGDX Asset Manager correctly?
While you certainly can do what you're doing I would suggest that you pass your AssetManager around yo the classes that need to load resources instead. So instead ...
1
vote
Use tilesets or a complete image?
Your question is a bit unclear, but I assume you are asking:
Why render the world of a 2D game using a single texture holding an
indexable tileset instead of having the world pre-rendered from ...
Only top scored, non community-wiki answers of a minimum length are eligible
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