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Question Need to remove excessive scriptable objects from build, but leave them in the asset bundle

Discussion in 'Editor & General Support' started by studentutu, Nov 6, 2020.

  1. studentutu

    studentutu

    Joined:
    Oct 22, 2017
    Posts:
    121
    We have a main scene with no references to any scriptable object what so ever.
    Then we load a scene via the bundle, where the actual sciptable objects are used.
    We have already more than 1000 scriptable objects in the project itself.
    I know for a fact that when you do create an asset bundle the scriptable object that is beings referenced will be copied (kind of like separate scriptable objects that lives in the bundle itself, separatly from the editor so)

    But what will become with the original scriptable object?
    Original Scriptable Object is not being referenced in the asset bundle, neither in the asset bundle scene nor in any additional application runtime scene.
    Will it be removed when unity performs a build?