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AssetBundles missing rigidbodies and colliders

Discussion in 'Asset Bundles' started by oakshiro, Apr 26, 2017.

  1. oakshiro

    oakshiro

    Joined:
    Dec 9, 2008
    Posts:
    20
    Hi there,

    It seems my asset bundles have stopped working in Unity5.5

    I have some prefabs on my project, I set a common assetbundle name for them and exported them using this piece of code:

    Code (CSharp):
    1.  BuildPipeline.BuildAssetBundles(bundlePath, BuildAssetBundleOptions.None, BuildTarget.Android);
    (BTW, it's an android only game)

    When I instantiate the asset, it has no rigidbody nor collider attached, its just a plain gameObject. Any clue?

    This is the code I use to instantiate them...

    Code (CSharp):
    1.   using (WWW www = WWW.LoadFromCacheOrDownload(url, version))
    2.             {
    3.  
    4.                 float timer = 0;
    5.                 bool failed = false;
    6.  
    7.                 while (!www.isDone)
    8.                 {
    9.                     if (timer > timeOut) { failed = true; break; }
    10.                     timer += Time.deltaTime;
    11.                     yield return null;
    12.                 }
    13.  
    14.                 if (failed)
    15.                 {
    16.                     //TODO: show error popup
    17.                     Debug.LogError("WWW download timeout!");
    18.                     SceneManager.LoadScene("MainMenu");
    19.                     Destroy(this.gameObject);
    20.                 }
    21.  
    22.                 if (www.error != null)
    23.                 {
    24.                    //TODO: show error popup
    25.                     Debug.LogError("WWW download had an error:" + www.error);
    26.                     Destroy(this.gameObject);
    27.                 }
    28.  
    29.                 // Load and retrieve the AssetBundle
    30.                 AssetBundle bundle = www.assetBundle;
    31.  
    32.                 // Load the object asynchronously
    33.                 AssetBundleRequest request = bundle.LoadAssetAsync(asset, typeof(GameObject));              
    34.  
    35.                 // Wait for completion
    36.                 yield return request;
    37.  
    38.                 // Get the reference to the loaded object
    39.                 GameObject InstanceObj = request.asset as GameObject;
    40.  
    41.                 //instantiate this asset
    42.                 GameObject newInstance = (GameObject)Instantiate(InstanceObj) as GameObject;
    43.  
    44.                 }
    45.  
    46.                 bundle.Unload(false);
    47.             } // memory is freed from the web stream (www.Dispose() gets called implicitly)

    Thank you very much!
     
  2. oakshiro

    oakshiro

    Joined:
    Dec 9, 2008
    Posts:
    20
    Ok, Answering myself, just in case anyone has the same problem. It was all because I had both the prefabs and the meshes included in the assetbundles group, and both prefab and mesh had the same name.
    Whenever I instantiated an asset by name, the mesh was being instantiated instead of the prefab.

    Removing the meshes from the assetbundle group fixed the issue.

    Thanks to all
     
    Cipic likes this.
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