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Unused assets in Asset Bundles / Workflow questions

Discussion in 'Asset Bundles' started by AcidArrow, May 27, 2020.

  1. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    8,400
    Say I want to split my game into 5-6 asset bundles. Let's say separate my game by asset type (so one bundle is all textures, another all audio, another all meshes etc).

    What is the workflow for that?

    Do I download asset bundle browser and then do t:texture on the project view and drag them all in to create a bundle?

    Wouldn't that also add unused textures in the asset bundle that would normally be stripped from the build, resulting in my game overall taking more size? Is there a workflow to avoid doing that?
     
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