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Extract textures in unity asset bundles
Extract textures in unity asset bundles





extract textures in unity asset bundles

Spelling counts and it's case sensitive so make sure to name it correctly.ģ. This is the folder we are going to build the AssetBundle into. Create a folder named StreamingAssets in the Assets folder. Click on the "None" option then go to the "New" option and create new AssetBundle and name it "animals"Ģ. See the animated gif below for how to do this. Sometimes, the AssetBundle option it is hidden, drag it up to show it. In this case, that's the "dog.jpeg" file. In this example below, I will demonstrate how to add new asset called "dog" to our AssetBundle named "animals" and build it then load it during run-time.ġ. It might be related somehow to setting the correct path, but as I have copied the assetbundle folder afterwards to Xcode project, the problem persists.

extract textures in unity asset bundles

Users/user/Documents/Workspaces/unityproject/Assets/AssetBundles/iOS/lchairanimations I build the project to Xcode and run it in Xcode and receive this error: (Without the "file://" prefix, the bundles won't work in Unity nor Xcode) using them with AssetBundle bundleLoadRequest = AssetBundle.LoadFromFile("file://" + Application.dataPath + "/AssetBundles/iOS/" + myassetbundlename.ToString()) Īnd/or WWW + "/AssetBundles/iOS/" + myassetbundlename.ToString(), 4) In Unity I build the assetbundles: using UnityEditor īuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.iOS) Īnd they work fine in Unity. I cannot get Unity Assetbundles working in an iOS build.







Extract textures in unity asset bundles