We have hundreds of assets that are all bundled individually as separate asset bundles. Some assets or levels may use 1 or more of those asset bundles. Here is an example:
Assets:
- **1001** - [gun.fbx, gun.png, gun.mat]
- **1002** - [bullet.fbx, bullet.png, bullet.mat]
- **1003** - [gloves.fbx, gloves.png, gloves.mat]
- **1004** - [shoes.fbx, shoes.png, shoes.mat]
- **1005** - [**1001**, **1002**, space_level.fbx, space_level.png,
space_level.mat]
- **1006** - [**1003**, **1004**, character_model.fbx,
character_model.png,
character_model.mat]
When I bundle asset 1006, for instance, asset bundles 1003 & 1004 are listed as dependencies, as expected. Although in the manifest, the full absolute path to that asset bundle on my hard drive is listed.
When I go to load asset bundle 1006, none of the objects from asset bundles 1003 or 1004 are included.
So my question is: **How do I load the dependent assets (1003 & 1004) in theoretical asset bundle 1006?**
Am I responsible for downloading each of the dependent asset bundles and unbundling them first? What if I have hundreds of dependencies - that doesn't seem like an efficient way to download content to my user's devices.
**Is there a way to build asset bundle 1006 so that it simply includes all of the parts from asset bundles 1003 and 1004?**
This is how I'm building the asset bundles at the moment:
BuildPipeline.BuildAssetBundles ("Assets/AssetBundles/", buildMap, BuildAssetBundleOptions.None, BuildTarget.TargetPlatform);
Any help would be appreciated.
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