Search Unity

Feasibility of Runtime Creation + Building

Discussion in 'Addressables' started by mikecaputo, Jan 28, 2020.

  1. mikecaputo

    mikecaputo

    Joined:
    Jul 9, 2017
    Posts:
    18
    Hello, I was wondering if Addressables can handle this situation:

    (1) After clicking "Play" in UnityEditor, suppose my code spawns some dynamic GameObject (consisting of meshes, materials, etc -- the source of which are not relevant).

    (2) My code creates a new AssetReference in memory that points to my new GameObject.

    (3) My code then triggers the build of an AssetBundle based on the new AssetReference.
    - The built AssetBundle should contain the meshes, materials, etc from (1)

    Thank you!