Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Let us know your feedback about the Global Illumination changes in the 2023.2 beta.
    Dismiss Notice
  3. Dismiss Notice

New asset store folder in beta 15

Discussion in 'Unity 5 Pre-order Beta' started by RandAlThor, Dec 2, 2014.

  1. RandAlThor

    RandAlThor

    Joined:
    Dec 2, 2007
    Posts:
    1,291
    I today saw that i have to download all of my assets from the store again with beta 15.
    Is there any reason why i should do that?
    I mean i have more then 84 GB in the standard asset store folder for Unity 4.6 and even if i could just copy them to the new folder that is a huge amount of wasting my hd space.
    Will this be changed back later?
     
  2. RandAlThor

    RandAlThor

    Joined:
    Dec 2, 2007
    Posts:
    1,291
    61 Views but no one says something about it.
    i am the only one who has this?
     
  3. JesseK

    JesseK

    Joined:
    Jul 4, 2013
    Posts:
    15
    I am not really sure what your exact problem is.

    Did you upgrade your project from 4.6 to 5?

    Did you import your assets from 4.6 to a new 5 project?

    What did you do?
     
  4. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,169
    it's the same way with me - Have to redownload the assets to see them in B15. It appears to be on purpose - perhaps they plan to encrypt the packages or something, rendering them useless to older versions. Whatever the case is, they've specifically changed the folder (added the version to the folder name).
     
  5. sluice

    sluice

    Joined:
    Jan 31, 2014
    Posts:
    416
    Perhaps, it is like this, so eventually in Unity5 you will only see assets that works under Unity5.
     
  6. reelsteve

    reelsteve

    Joined:
    Jul 19, 2013
    Posts:
    2
    god I hope this doesn't create accessibility issues. I got so frustrated at how long it takes to interact with the asset store via the in app window that I built a ground up app to manage my asset store purchases (of which I have just over 2000).lightning fast searches, smart playlists to define common use groups, flag and rating system, one click "Send to desktop" or "send to active project asset folder". Each asset has its own media gallery to support screenshots and quick vids of anything e.g. specific presets within partticle packages. I have a great many explosion and war effect packs - its hard to remember which ones I loved and which had what. I can add indiividual elements from a pack to that packs private asset locker so if in working with a pack, you build out your own custom prefabs or tweaked variations - or as in most cases, there are a handful of "center of the universe" elements and rather than have them embedded and mixed in with the jungle, you want them ready for instaDeploy within the canvas of whatever you are working on .... My app grabs the json data from unity3d dot com (my logged in profile) which are MY licensed assets as managed by unity rather than assuming that what is on my harddrive is the defacto inventory. it parses down to individual assets , saving each as a datablock in the asset records. It adds any new data items it doesn't find in its own database. by the time it has imported a record, I have almost every critical data point parsed out and used to build the record, including autobuild paths to drive the interaction with the files on the computer. I'm rambling here so I'll button with my point, I landed at a spot where I had spent enough money and had enough assets which had worked their way into my buildFlow that I deemed this library mission critical. More importantly, I determined that if I could easily, quickly, and wideDeeply command my library to jump howhighRealHigh, the return on investment in the context of saved time otherwise lost to slow repetitive processes, the x to the nth many times I will make use of something which would have otherwise been lost to the "nah - f@#$k it - to0 much of a pain in the ass." decision making freeway exit. am I rambling again ?@#@# - punchline - without an api to retrieve data regarding my licensed assets, the terrain I had to plow thru to inject a data pipeline was no easy task and most likely illegal in a good handful of the states - if it all blows up because the fileformat , like a good handful of internal fileformats e.g. animation data are obsvugated to a degree that renders them inaccessible, it will be extremely painful for me to return to the oldSkool.
     

    Attached Files:

  7. hamyshank

    hamyshank

    Joined:
    Jan 31, 2013
    Posts:
    88
    Just updating this thread to say that you do not need to re-download your assets.

    Just copy them (or whatever you need) from the pre b-15 folder which is:

    C:\Users\YourUserName\AppData\Roaming\Unity\Asset Store

    to the new folder:

    C:\Users\YourUserName\AppData\Roaming\Unity\Asset Store-5.x

    And they will show up.
     
  8. GregMeach

    GregMeach

    Joined:
    Dec 5, 2012
    Posts:
    249
    For those of you that are like WTF is a "sea-colon backslash" ;-) this process works fine with the Finder (of course after you expose your ~/Library folder, for security reasons)
     
  9. RandAlThor

    RandAlThor

    Joined:
    Dec 2, 2007
    Posts:
    1,291
    I knew that i can copy it but like i wrote in the beginning on this thread i then have two times the same assets on my hd wich is now more then 170 gb together what i have to have free on c: normaly if i do not redirect the path.
    I still use 4.6 but want also work with 5 so i have to do it so but wish that they used the Same path again.
    I do have to test the latest version tomorrow.