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Hi,no, Asset bundles are created and managed during editing exclusivly, not during playback within the game runtime logic.you can however load asset bundles and then use them with playmaker.Bye, Jean
In Playmode inside Unity. This is still editing.It's like an extra package for an app, often used as DLC.Besides, logically, any package would also need to be verified by the platform holders you publish on.See 1st post on this old thread:https://forum.unity.com/threads/ios-and-asset-bundles.131865/
Unless what is written here has changed and now Unity does allow the live editing of asset bundles, I'm not sure what you want can even be achieved.
Hi, You won't be able to pack at runtime without Unity Editor, if you build an app, the asset bundle creation api will not be there.the only ways) would be to find a format that Unity can load at runtime and then store all your models on a server with this format and provide, or find an asset that provide runtime importations.https://assetstore.unity.com/packages/tools/modeling/trilib-model-loader-package-91777https://github.com/KhronosGroup/UnityGLTF Bye, Jean
I really don't want to do this in the runtime. I want to do this inside Unity Editor. just expect doing this manually I need an action to set a game object as an asset bundle item.
Quote from: Silicon Power on October 08, 2019, 05:14:05 AMI really don't want to do this in the runtime. I want to do this inside Unity Editor. just expect doing this manually I need an action to set a game object as an asset bundle item.Not sure I understand this correctly, but Playmaker runs only when the game runs, i.e. runtime. There are no editor tools based on FSM.
Hi, I made an action for this, it's called "SetBundleAssetName" and it's on the ecosystemlet me know how it goes.Bye, Jean