kvmenterprise.blogg.se

Unity asset bundle extractor script
Unity asset bundle extractor script













unity asset bundle extractor script

Now, in the new project, the package is downloaded fine, but the plugins are not loaded, the resources cant be accessed So I publish my package to an npm repository, and I use a new project to download the package. Testing this for android platform, but it reacts the same when I tried for windows Note : IOS and Android may not let you compile code at runtime, so depends on your target platform, you will have to investigate further.I'm using unity 2019.3 (but also test on 2019.2) working on windows machine It's a bit tricky, but will do what you want. There is many tutorials about how to do it, as this stackexchange post.

unity asset bundle extractor script

Now the thing is, you have to compile the flat string code to an actual C# class. TextAsset textAsset = ab.LoadAsset(ab.GetAllAssetNames()) // In my example I only have 1 file in the asset-bundle, the TextAsset AssetBundle ab = AssetBundle.LoadFromFile(Path.Combine(Application.dataPath, "StreamingAssets/exampleassetbundle")) // Your asset-bundle path Those files will give you a string once loaded from the asset-bundle. What will actually work to include your script file within an asset-bundle is to write your code in a TextAsset file (.txt). Take a look at UnityEngine.AssetBundle class to load and unload bundles/assets. Now all files required should be store in the asset-bundle file, 'Edit' except script files. There is more information about How to build an asset-bundle. Now you can run a method to create the bundle for you, as the following : īuildPipeline.BuildAssetBundles(Path.Combine(Application.dataPath, "AssetBundleLocation"), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows) Note : if you can't store them all in the same folder, just assign their asset-bundle tag manually for each asset (or subfolder) you want to add to the bundle. Your scene the client needs to download has to be in the same asset-bundle tag. Then you can assign the whole folder to a AssetBundle tag as should your scene be. you needs, depends on what is included in your scene, is to store them all in a folder. The way you can add all scripts/materials/. Script (.cs file) won't be able to be included in an asset-bundle. You can add any type of asset you want in an asset-bundle.















Unity asset bundle extractor script