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Way to control asset package size in build?

Discussion in 'Editor & General Support' started by sixolar, Dec 19, 2018.

  1. sixolar

    sixolar

    Joined:
    Jan 8, 2014
    Posts:
    37
    Hello !

    I'm not sure where to post this, if this is not the place please tell me, I'll delete and poste where it should be.

    I'm currently using an updater for my game that simply replace changed files, however from the 600mb build, 450mb is a single sharedasset file, probably the one for my main scene, and this files get changed almost every build, making the update quite heavy. I was wondering if there is a way to tell unity to subdivide sharedasset files in some way, or maybe the updater should calculate file changes (but that seems difficult and error prone...)?

    Is there something else I'm missing to solve this issue?

    Thanks
     
  2. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    Have you considered Asset Bundles?
     
  3. sixolar

    sixolar

    Joined:
    Jan 8, 2014
    Posts:
    37
    I've taken a look yeah, but as 99% of what the asset bundles offer is absolutely not needed for this project, and as I understood I'd have to manage assets manually in code, so I'd rather use something else, unless someone can confirm that's what asset bundles are for and that there is absolutely no drawback/reworks needed...