Search Unity

  1. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice
  2. Ever participated in one our Game Jams? Want pointers on your project? Our Evangelists will be available on Friday to give feedback. Come share your games with us!
    Dismiss Notice

Does it make sense to build AssetBundles for custom binary data?

Discussion in 'Asset Bundles' started by Xarbrough, Aug 7, 2019.

  1. Xarbrough


    Dec 11, 2014
    I have a number of files (approx. 50) in a custom binary format used in the project I'm working on. Currently, these files are copied to the target platforms (mobile and consoles) via the StreamingAssets folder and then loaded individually at runtime when required.

    My team has gotten some input that we should use AssetBundles for basically everything because of the nature of our target platforms, so the plan is to use Addressables most likely to create bundles for our different levels. It makes sense to include entire scenes, sprites, audio and so on.

    However, I'm unsure if there are any benefits of packing up my 50 binary files into a bundle. Do I benefit from compression to reduce the player size? Would you generally recommend it as a way of making sure the files are only loaded once (all files are probably required during a level and can be loaded up front).