![]() Those files will give you a string once loaded from the asset-bundle. ![]() What will actually work to include your script file within an asset-bundle is to write your code in a TextAsset file (.txt). Take a look at UnityEngine.AssetBundle class to load and unload bundles/assets. ![]() Now all files required should be store in the asset-bundle file, 'Edit' except script files. There is more information about How to build an asset-bundle. ![]() Now you can run a method to create the bundle for you, as the following : īuildPipeline.BuildAssetBundles(Path.Combine(Application.dataPath, "AssetBundleLocation"), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows) Note : if you can't store them all in the same folder, just assign their asset-bundle tag manually for each asset (or subfolder) you want to add to the bundle. Your scene the client needs to download has to be in the same asset-bundle tag. Then you can assign the whole folder to a AssetBundle tag as should your scene be. you needs, depends on what is included in your scene, is to store them all in a folder. The way you can add all scripts/materials/. Script (.cs file) won't be able to be included in an asset-bundle. You can add any type of asset you want in an asset-bundle.
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