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[UWP][2017.4] How to change scripts and still have compatible AssetBundles?

Discussion in 'Asset Bundles' started by Gif, Nov 17, 2019.

  1. Gif

    Gif

    Joined:
    Sep 27, 2013
    Posts:
    3
    We have released application, which download (and update) data as AssetBundles.
    Meanwhile we continue with development, both code and data, and I want to be able release updated data, not depending on releasing application.
    I like to add new features in code, and reflect them in serialized objects. So, then if I build new AssetBundles, I get:
    "The AssetBundle 'AB_NewType__________' could not be loaded because it references scripts that are not compatible with the currently loaded ones. Rebuild the AssetBundle to fix this error."
    I understand this, changing existing data types is no-way.


    But, is there some way how to add new types (whole new scripts)?
    Idea:
    I want to have AssetBundle which contains old-script and new-script.
    Old application open that AssetBundle, load old-script and simply ignore new-script.
    New application open same AssetBundle, and load both old-script and new-script.


    Other targets be probably without problems, but we need UWP (Window Store) target.
    We use .Net scripting backend, and currently Unity 2017.4.25f1.
    All are Scene-AssetBundles, will it be different if I load separated GameObjects?
    Depends, if scripts be MonoBehaviour or ScriptableObject?


    Is there some way, how to add new scripts or new properties, and still have compatible AssetBundles?


    Thanks for any help
     
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