"Unity game development" Assetbundle two or three things about--assetbundle

Source: Internet
Author: User

First, Introduction

Horse in the company most of the time to do is the game business logic and editor tools and other related work, so the unity Assetbundle this piece of knowledge is not very familiar with, I also have the intention to understand and familiar with Assetbundle, grasp the unity of knowledge of resource management, So with this blog post.

I will be in the blog to organize some of their own learning to collect some of the better Assetbundle learning materials, and in combination with the business projects are now involved in the development of some of their own humble opinion. This blog right when is horse own notes and some talk, will continue to update some content anytime and anywhere.

Ii. some assetbundle data collected and collated 1.Unity AssetBundle5 lecture Series

Unity5-absystem (i): assetbundle principle

Unity5-absystem (b): Assetbundle Export

Unity5-absystem (c): Assetbundle load

Unity5-absystem (Thu): Assetbundle dependent

Unity5-absystem (v): Assetbundle memory

2. Murong Xiao Bastard Series

Unity3d 5.3 New Assetbundle use plan and strategy

The attack on Assetbundles and its tools

3. Ho Sansi Translation Unity Assetbundle Official document series

"Unity3d Technical Document Translation", article 1, assetbundles

"Unity3d Technical Document Translation", article 1.1, Assetbundle workflow

"Unity3d Technical Document Translation" article 1.2 Preparing assets for packaging Assetbundles

"Unity3d Technical Document Translation", article 1.3, creating Assetbundles

"Unity3d Technical Document Translation" article 1.4 Assetbundle dependency Relationship

"Unity3d Technical Document Translation", article 1.5 local use Assetbundles

"Unity3d Technical Document Translation" article 1.6 using Assetbundle Manager

"Unity3d Technical Document Translation" article 1.7 assetbundles patch Update

"Unity3d Technical Document Translation" article 1.8 Assetbundles Problems and solutions

"Unity3d Technical Document Translation" article 1.9 using Unity assetbundle Browser tool (end of Assetbundle series)

4.UWA Lecture Assetbundle Series

You should know. Assetbundle Management mechanism

Uncover Assetbundle (ii)

5. Miscellaneous

Unity5 's experience with Assetbundle systems in MMO

Three, the assetbundle trample the pit and the Experience collection

1, first say a encounter of the pit, when a large number (hundreds of) Assetbundle load (perhaps the time of the WWW load, it may be assetbundle.loadasset time), Android phone will flash back. Look at the crash log is a multi-threaded file access when the crash. The workaround is to reduce the number of simultaneous loads of AB (this is pure logic control), using the Assetbundle.loadfromfile interface.

2. Packaging Assetbundle uses LZ4 compression (Buildpipeline.buildassetbundles, the second parameter passes Buildassetbundleoptions.chunkbasedcompression), which is Lzma compressed by default, with the most A high compression ratio. Instead of LZ4 compression, the compression ratio is not lzma high, but the loading speed is greatly increased. Load Assetbundle using Assetbundle.loadfromfile (Async), in Unity4, only use the WWW interface to load AB, because CreateFromFile does not support the compression of AB. The Unity5 LoadFromFile is an AB that supports any compression format. So it is not necessary to use WWW, and this interface, like the WWW.LoadFromCacheOrDownload interface, does not have additional memory overhead when loading an AB that is uncompressed or LZ4 compressed. Details about memory and loading speed can be found in the third article above.

3, resource planning good an independent resource engineering. Plan a series of folders and automatically set the name of AB by Assetimporter when importing the appropriate resources. Monitoring resources can be imported with assetpostprocessor. The model that drives the painting needs to create a good prefab, and the model without animation just for Dressup can be exported directly, without the need to create prefab, because these models we just take its mesh data. If you have a packaged atlas, you need to pay attention to its matching relationship with AB, for example, if three pictures specify the same atlas, but also specify a different AB name, three AB contains this atlas (three pictures), which will cause serious resource waste.

4, Assetbundle.loadfromfile interface under the Android platform also can directly access the contents of the Streamingassets folder. Version 5.4 can be used directly with Application.streamingassetspath.  The previous version requires the use of Application.datapath + "!assets/" + filePath; Because Streamingassetspath with jar://, this is to the WWW URL path, and LoadFromFile interface need is the actual path (without jar://or file://). Note!assets/This place is behind the exclamation mark. There are all kinds of writing on the Internet, only this is correct, pay attention to the details here.

Iv. Project works address five, not yet to be continued

"Unity game development" Assetbundle two or three things about--assetbundle

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