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finding compressed texture size inside a assetbundle inside a editor script

Discussion in 'Editor & General Support' started by mkandula, Oct 17, 2014.

  1. mkandula

    mkandula

    Joined:
    Oct 16, 2014
    Posts:
    16
    Hi

    Can someone share how to find compressed texture inside a assetbundle ? I need to do this during the build stage which is ran from an editor script.

    Also how can I know if a texture inside a assetbundle is a reference or actually stored inside this bundle ?
    Does AssetBundle.LoadALL() returns textures only stored inside it or it loads referenced textures also and returns it ?

    Thank you
    Madan
     
  2. SaraCecilia

    SaraCecilia

    Joined:
    Jul 9, 2014
    Posts:
    675
  3. mkandula

    mkandula

    Joined:
    Oct 16, 2014
    Posts:
    16
    I still dont understand how I can find the size of the compressed texture inside a bundle (during build process).. can you please detail with some sample code ?
     
  4. SaraCecilia

    SaraCecilia

    Joined:
    Jul 9, 2014
    Posts:
    675
  5. mkandula

    mkandula

    Joined:
    Oct 16, 2014
    Posts:
    16
    That does not help ..I need to know what API script commands I can use so I can report a dump og texture memory inside a bundle.