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AssetBundles at Runtime?

Discussion in 'Asset Bundles' started by BlackAlchemist, Mar 19, 2021.

  1. BlackAlchemist

    BlackAlchemist

    Joined:
    Jan 1, 2021
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    I'm looking to have a provider (some starting user) give my project a collection of assets in the form of an AssetBundle, which would be organized using a ScriptableObject (which acts more or less as instructions). From there I wanted to put it up on a server so that the end user could then bring that package down and reconstruct the provider's product.

    It more or less should follow this format:
    Provider > uploads assets > put into AssetBundle format with ScriptableObject based instructions > uploads to server > End-User Requests Profile/Asset > Server sends that bundle to the user > Object gets reconstructed.

    I already have the reconstruction side of this mapped out. All I really need is a way to construct an AssetBundle (or like structure) out of those provided assets without needing them to go into a Unity Editor for it.

    Does anyone have any ideas on how this can be done?
     
  2. ep1s0de

    ep1s0de

    Joined:
    Dec 24, 2015
    Posts:
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    You can create bundles only in the editor, the developers are unlikely to reveal the algorithm for building bundles...

    You can look at the bundle unpackers (there are quite a few of them), analyze their work, and make your own bundle creator
     
  3. BlackAlchemist

    BlackAlchemist

    Joined:
    Jan 1, 2021
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    If the Asset Bundle system wouldn't be the most ideal for this situation. Are there any other suggestions? There has to be a way that people move assets around in a consistent and compact manner to and from servers. Having a ton of individual files (of Models, Materials, etc) upon the server seems like the easiest way to cause bloat and clog up the server.
     
  4. ep1s0de

    ep1s0de

    Joined:
    Dec 24, 2015
    Posts:
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    You can make your own "file system" of the game as it was done in the Kerbal Space Program
     
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