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I've noticed from doing Unity upgrades that the version numbers of some packages listed in the manifest.json file get incremented (automatically)...
Is it possible to put the video in Streaming Assets instead of in an asset bundle?
Post your code here for accessing the asset bundle. And where are you storing your built asset bundles (which CDN)?
One note about the second bullet, if your bundle file is compressed you may need to run WebExtract.exe on it before binary2text. WebExtract is...
No, that is not normal at all. One asset bundle with just a cube should build very quickly. What BuildAssetBundleOptions are you using? Also check...
I achieved this with simply: [MenuItem("Window/Custom Controls")] public static void ShowWindow() { var window =...
In regards to what a .resS is, you may find the following links helpful: 1. https://docs.unity3d.com/Manual/LoadingTextureandMeshData.html 2....
I had the same problem. SpamRoast's first paragraph worked for me as well. My project is on 2019.4.13f1.
1) I'd recommend using Unity's Caching API. There are some nice optional perks you get with it, like incremental building and CRC checking for...
Are you on the latest version of Unity Hub? Have you tried checking the log file for some insight into the problem? The Hub log file can be found...
In regards to your latter questions, take a look at this page on preparing assets for bundles. I think you'll find the bulleted section at the end...
Maybe you could achieve something similar with prefab variants?
I'm new to the Scriptable Build Pipeline, but I ran a test with a small dummy bundle. I did get bundle output and attached my build log file. It...
I don't see the "addressables_content_state.bin" file in your directory. Is it missing? If you look at the link here under the section "Building...
I think the point is to run from the built player- not in the Editor. When launching the application after building with these options the...
Asset bundles really address this size limit problem well. It's clear you do not want to go there, but I can't think of a better solution. Also...
Try this: https://docs.unity3d.com/Manual/AssetBundles-Workflow.html. The favored way now is to use the Addressables system, but I'm guessing...
What did you come up with? Did you use an AssetReferenceGameObject?
ScriptableObjects may be used to store data.
Is this another way of saying that Unity's asset bundle hashing is unreliable in general and should not be used as a hash/version number for...