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Check out https://docs.unity3d.com/2023.2/Documentation/Manual/AssetBundles-Integrity.html Our recommendation is to do CRC once at download time...
Have you tried using the Addressable feature for creating a MonoScript bundle? The situation you describe sounds like an bug (internal id...
Unity does not have forward compatibility, so a player build with an earlier version of Unity is unlikely to be able to read content built with...
Hi txiki97, your code looks correct to me. So my guess would be that "Assets/prueba.gltf" is not present in your project? The error message...
Basically yes: all the referenced assets will be included in the AssetBundle along with the Scene (inside a .sharedAsset file inside the Archive)...
Yes, assets that are referenced from assets (or scenes) that are in different AssetBundles are duplicated into each AssetBundle. To share Assets...
Thanks for describing that use case. I agree that in that case of variants it could be convenient to be able to repeat some assets across...
BTW there is an ability to control how an AssetBundle is "named" in the cache, see https://docs.unity3d.com/ScriptReference/CachedAssetBundle.html
Do the AssetBundles have the same filename (e.g. final string in the URL)? It sounds like the second download is matching against the first...
During an AssetBundle build Unity finds the .manifest simply by looking for a file that has the same file path as the AssetBundle plus...
I'm not personally aware of how best to handle this in Addressables. But I do know that Addressables uses Unity's AssetBundle cache, and there is...
Yes, on WebGL the AssetBundles can be requested via UnityWebRequest. Instead of the AssetBundle cache available on other platforms this topic...
I'm not aware of any automatic unloading of unused AssetBundles, i think it has to be manually unloaded and it is perfectly valid to pre-load...
@vectorized-runner - You are correct that after an AssetBundle is built the original Assets do not need to continue to exist. However that...
Here is an example of the diff between the contents of the two bundles. [ATTACH]
Hi vectorized-runner, thanks for submitting your project. I notice from your script that you are building two different bundles that contain two...
I think the best time to release resources associated with a loaded AssetBundle is after the AssetBundle has been unloaded. When an AssetBundle...
Hi zhuxianzhi, I think what you are asking about is more than a refactoring? refactoring is improving code with no change to external behavior,...
AssetBundles should be unloaded if you load them explicitly. As describe in AssetBundle.Unload you have the choice to keep the objects around or...
I've got a bit more specific advice from another Unity developer which may be a helpful follow up to my earlier posts: This error typically means...