Search Unity

Asset Bundle workflow?

Discussion in 'Editor & General Support' started by dmko, Aug 15, 2016.

  1. dmko

    dmko

    Joined:
    Jun 15, 2014
    Posts:
    65
    If I want to load an Asset Bundle from disk, what's the best workflow?

    From looking at the docs, it seems I'm supposed to use this plugin to create the bundle: https://www.assetstore.unity3d.com/en/#!/content/45836

    I assume I then put it in StreamingAssets and load it with AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, "assetBundleName"));

    But this leaves me with a couple questions:

    1) Where should I put the assets while working? Should it be in some special "assets to bundle" folder? Should I just prepare assets in a completely separate project?

    2) It seems that when publishing, Unity will produce the bundle as well. I haven't tested this, but this seems to be the case according to the docs. How do I tell Unity not to do that, rather just completely ignore the assets used in bundles (since I've alread created them with the AssetBundleManager util)- i.e. don't include those assets and don't build the bundle.

    Thanks!