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AssetBundle theory in reallife not working

Hi, as far as I know AssetBundles should contain content with dependencies. For example if I stream a whole scene into an AssetBundle it should work with the following lines: string[] name = new string[] {"anypath"}; string path = "Export/exportedFile.unity3d"; BuildPipeline.PushAssetDependencies(); BuildPipeline.BuildStreamedSceneAssetBundle(name,path,BuildTarget.StandaloneOSXUniversal); The export works but the built file seems to be really really small. That seems not to be propper. What did I wrong? And another question: MacOS doesn't support streaming scripts and executing them later on. How will AssetBundle handle scripts for MacOS? Will the script-component be only available as reference or will it simply just be removed? Thanks in advance and kind regards

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