![]() ![]() It is usually best not to build or rebuild them individually, because when built together, the Unity Editor makes decisions about how to reference or embed content in each AssetBundle which can depend on what is included in other AssetBundles. When you build or rebuild AssetBundles, you typically build all of the project’s AssetBundles together using a single API call. More info See in Glossary, Textures and other types of data are built into platform-specific formats based on the BuildTarget. One reason for this is that Shaders A program that runs on the GPU. For example, a bundle built on iOS is not compatible with Android. ![]() For efficient delivery over networks, you can compress AssetBundles with a choice of built-in algorithms depending on use case requirements (LZMA and LZ4).ĪssetBundles can be useful for downloadable content (DLC), reducing initial install size, loading assets optimized for the end-user’s platform, and reduce runtime memory pressure.Īn AssetBundle built for any of the standalone platforms can only be loaded on that platform. ![]() AssetBundles can express dependencies between each other for example, a Material in one AssetBundle can reference a Texture in another AssetBundle. An AssetBundle is an archive file that contains platform-specific non-code Assets (such as Models, Textures, Prefabs, Audio clips, and even entire Scenes) that Unity can load at run time. ![]()
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