We have recently converted our project to using AssetBundles for all the environments as well as some UI to have the builds more organized and also save some time because the environments usually don't change. Unfortunately, we also have assets in (separate) AssetBundles that do change frequently, and while building only specific AssetBundles [is possible][1], we did get some unexpected behaviour doing it (not all changes apparently were properly applied to the new built asset bundle for some odd reason) ... so at the moment, I'm doing full builds for the releases to make sure we don't get inconsistencies.
Now, Steam Pipe is really good at patching only the changes in a build and using full builds, we usually only had diffs of a few 10s, sometimes a few hundred MB. Unfortunately it seems that the way Unity builds AssetBundles (this is on 5.6.1p1) breaks this and now we have to always upload almost the complete game (3.8 GB of 4.2 GB instead of some MB), and worse: Players get huge downloads.
Any ideas why this is happening, and more importantly, how we can fix it?
We build the AssetBundles into SteamingAssets so they are part of the build; given that Steam has a perfect content delivery platform we wouldn't want to host those asset bundles and let players download them on demand.
[1]: https://bitbucket.org/Unity-Technologies/assetbundledemo/pull-requests/18/add-code-that-allows-building-specific/diff
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