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Asset Bundles simulation in the editor

Discussion in 'Scripting' started by Doghelmer, May 2, 2018.

  1. Doghelmer

    Doghelmer

    Joined:
    Aug 30, 2014
    Posts:
    112
    I'm just getting started using Asset Bundles, and it looks as though AssetBundle Manager recommended in the manual is no longer available (https://docs.unity3d.com/Manual/AssetBundles-Manager.html) It seems like the primary thing I would have been using this for was the Simulation Mode, and I haven't come across an alternative to this.

    Currently, what is the optimal way to test a project within the editor without having to rebuild asset bundles each time a change is made? Is there some sort of updated documentation on this sort of thing that I'm missing?
     
  2. Brathnann

    Brathnann

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    Aug 12, 2014
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    4,882
    I'm not sure what the simulation mode was suppose to do, but you can use https://assetstore.unity.com/packages/tools/utilities/asset-bundle-browser-93571 to create your asset bundles and then check the copy to StreamingAssets. Load the assetbundle from StreamingAssets to feel how they might work.

    Ok, just read what it said on the doc about Simulation mode. Yeah, not sure how you might reproduce it.

    The assetbundle browser does include a dry run build option, but it doesn't explain what this really does. Might be worth looking into.
     
    Last edited: May 2, 2018
  3. Doghelmer

    Doghelmer

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    Aug 30, 2014
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    I'm not entirely clear what Dry Run is intended to do, but it doesn't seem to be having the effect I was hoping for.

    Just did a bit of research and found a cached version of a deleted forum post from last week -- apparently, 2018.2 will introduce something called the Addressables system which will deal with the issue in a more elegant way.
     
  4. Zitga

    Zitga

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    Mar 21, 2016
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    2
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