Note that a project absolutely can and should mix these strategies as your needs require. More info See in Glossary bundle should contain most or all of that scenes dependencies. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. In this assignment strategy, each scene A Scene contains the environments and menus of your game. The most common use-case for Concurrent Content Grouping bundles is for bundles that are based on scenes.
You would be forced to download the entire bundle for that single asset. Having a dependency See in Glossary on a single asset inside a Concurrent Content Grouping bundle would result in significant increased load times. You would want to be absolutely certain that an asset in one of these AssetBundles is only used at the same time the rest of the assets in that bundle are going to be used. You could think of these types of bundles as being used for a level based game where each level contains totally unique characters, textures, music, etc. Concurrent Content GroupingĬoncurrent Content Grouping is the idea that you will bundle assets together that will be loaded and used at the same time. The prefab acts as a template from which you can create new object instances in the scene. More info See in Glossary or prefabs An asset type that allows you to store a GameObject complete with components and properties.
In addition, this method is great for making your AssetBundles compatible with more unity player versions as textures compression formats and settings change less frequently than something like your code scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like.
More info See in Glossary bundle you build for mac may not be reused on windows. See in Glossary settings are identical between windows and mac platforms, you can pack all audio data into AssetBundles by themselves and reuse those bundles, whereas shaders tend to get compiled with more platform specific options so a shader A program that runs on the GPU. See Texture Compression, Animation Compression, Audio Compression, Build Compression. For example if your audio compression A method of storing data that reduces the amount of storage space it requires. Type grouping is one of the better strategies for building AssetBundles to be used by multiple platforms. Type Groupingįor this strategy you’ll assign assets that are of similar type, such as audio tracks or language localization files, to a single AssetBundle. The biggest trick to being able to properly implement this strategy is that the developer assigning assets to their respective bundles must be familiar with precisely when and where each asset will be used by the project. Logical Entity Grouping is ideal for downloadable content (DLC) for the fact that, with everything separated in this way, you’re able to make a change to a single entity and not require the download of additional, unchanged, assets. Bundling the textures and models for pieces of the scenery shared across multiple levels.Bundling all the models and animations for a character/set of characters.Bundling all the textures and layout data for a User-Interface screen.
This includes sections such as User-Interface, characters, environments, and anything else that may appear frequently throughout the lifetime of the application. Logical Entity Grouping is where assets are assigned to AssetBundles based on the functional portion of the project they represent.
Feel free to mix and match these strategies as you see fit. These grouping strategies are meant to be used however you see fit for your specific project.
However, there are certain strategies to consider when setting up your bundles. When using AssetBundles you are free to assign any asset to any bundle you desire.