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

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

  1. Xarbrough

    Xarbrough

    Joined:
    Dec 11, 2014
    Posts:
    486
    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).