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[Unity 4.7.2f1] AssetBundle Generation Issues

Discussion in 'Editor & General Support' started by pws-devs, Dec 27, 2016.

  1. pws-devs

    pws-devs

    Joined:
    Feb 2, 2015
    Posts:
    63
    This is regarding a project that has been in development and support since Unity ver 4.1.

    We're having an issue with AssetBundles lately where recompiling the same assetbundle for avatars have made them balloon in size for no apparent reason.

    Each avatar, which is prefab with a skinned Biped with an animation controller, used to produce a 5-10MB bundle apiece on android and IOS. On standalone, each bundle was 15-30MB.

    Current attempts to recompile the files after very minor changes have resulted in 15-30MB per bundle instead, no matter which platform is selected.

    The assets are being generated with:
    BuildAssetBundleOptions option =
    BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.UncompressedAssetBundle;

    passed into BuildPipeline.BuildAssetBundle.

    We have attempted to remove UncompressedAssetBundle from the options, but while this resulted in the correct filesize, it was unusable with Unity4's AssetBundle.LoadFromFile. (requires the UncompressedAssetBundle flag).

    Is there anything we have missed here?
     
  2. Graham-Dunnett

    Graham-Dunnett

    Administrator

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    Probably makes more sense in the Editor and General Support forum. I'll move it over.