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Unity asset bundle 1
Unity asset bundle 1





unity asset bundle 1

unity asset bundle 1

shader_view for Shaders: counts of properties, sub_shaders, sub_programs and unique_programs (the number of unique GPU programs that are packed with this shader as some subprograms may share the same code), keywords (all keywords that this shader supports).

unity asset bundle 1

mesh_view for Meshes: indices, vertices, compression (0 = uncompressed, 1 = low, 2 = medium, 3 = high), rw_enabled.audio_clip_view for AudioClips: bits_per_sample, frequency (Hz), channels, type (loading type), format.animation_view for AnimationClips: legacy (0 = mecanim, 1 = legacy).serialized_fields: the total number of serialized fields of this objectįor some types, there is an additional view with type-specific information:.size: size of the serialized object, before compression (the real size in the asset bundle may be smaller if LZ4 or LZMA compression is used).game_object: id of the parent game object, if there's one (components have a parent game object).name: name of the object, if available (components don't have names).class_id: Unity class id of that object.file: name of the file (in the asset bundle) containing this object.bundle: name of the asset bundle containing this object.The natural key would have been the (file, object_id) tuple, but dealing with composite keys complicates all queries so a simpler key is used instead. The primary key is called id and it doesn't represent anything, it's just a unique integer. It's best to use the object_view view instead because it includes useful information from other tables as well. The bundle configuration and build functionality are split into two tabs within the new window. It will create a new menu item in Window > AssetBundle Browser. It can be dropped into any Unity project with a version of 5.6 or greater. The main table is called objects and it contains a row for every object in the asset bundles. Use this tool as an alternative to selecting assets and setting their asset bundle manually in the inspector. -r, -store-raw: store raw json objects in 'raw_objects' database table (default: False).-k, -keep-temp: keep the files generated by WebExtract and binary2text in the asset bundle folder (default: False).-o OUTPUT, -output OUTPUT: name of the output database file (default: database).-p PATTERN, -pattern PATTERN: wildcard pattern used to recursively find asset bundles in the specified folder (default: * ).Note that you must use the same tools that have been used to build the asset bundles, otherwise it will fail. You can make sure the downloaded content's CRC matches that of the bundle when you created it.Python analyzer.py /Applications/Unity/Unity.app/Contents/Tools ~/projects/MyGame/AssetBundles This can be used to ensure data integrity during transmission of the bundle data. You may have noticed a crc parameter in the link I shared as well. manifest file for the CRC value listed there.

Unity asset bundle 1 update#

Update the version number to something else when the content changes to force the client to download anew. Whenever a matching version is found, the file on disk is used. The version/hash number you provide essentially gets mapped to the file name. Caching is great because you can use the bundle that is already saved on the device next time instead of downloading from the server when no changes have occurred. You can see this in some of the method overloads here, the ones that have a Hash128 or uint "version" parameter. You need to additionally provide a version number if you want to take advantage of caching. Do note that if you use the strategy shown in the example that you shared that the client will re-download the bundle from the server every time. meta files for all assets- you don't have to worry about those.







Unity asset bundle 1