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Unity assets bundle extractor add monobehaviour
Unity assets bundle extractor add monobehaviour











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. Var type = assembly.You can add any type of asset you want in an asset-bundle. Load the assembly and get a type (class) from it TextAsset txt = bundle.Load("myBinaryAsText", typeof(TextAsset)) as TextAsset

unity assets bundle extractor add monobehaviour

WWW www = WWW.LoadFromCacheOrDownload (url, 1) Note: Loading scripts from asset bundles is not supported on Windows Store Apps and Windows Phone. Monodevelop, Visual Studio) or any text editor using the mono/.net compilers. You can create your assemblies in any normal C# IDE (e.g.

unity assets bundle extractor add monobehaviour

If you want to include code in your AssetBundles that can be executed in your application it needs to be pre-compiled into an assembly and loaded using the Mono Reflection class (Note: Reflection is not available on platforms that use AOT compilation, such as iOS). AssetBundles can contain scripts as TextAssets but as such they will not be actual executable code.













Unity assets bundle extractor add monobehaviour