#hiya! I'm getting a majorly annoying
1 messages · Page 1 of 1 (latest)
I'm not losing just text files either. there's the occasional image as well
weirdly every single instance of a particular set of images isn't there. they're in different folders, but they're all rescaled copies of some other images. the originals come in, the new smaller ones do not. they are all in the manifest though
putting those under Resources is weird if you're also including them in asset bundles
otherwise you need to provide more info. You have marked both files or a parent folder for inclusion in your asset bundle?
they're loaded at runtime, not stored in prefabs
yes this has been done. I assume them being in the manifest is a positive on that
if there was consistent behaviour then I'd find a fix, but this is just some instances of very similar data
it's starting to look like it might be worth just trying addressables. I've lost so much time to this
if I use addressables and I want to spawn assets dynamically, do I still need to put them in Resources?
you don't put anything for asset bundles or addressables into Resources because that makes no sense. Resources are always included in the build
it's not if I drag it out
we've had this conversation a while back
it's 99% working, I just need to find out why it's inconsistent. and it's not likely to be this
I guess I'm otherwise at the point of seeing if I get different asset bundle sizes if I drag the assets out and rebuild it. there's no way to see what's in an asset bundle aside from the manifest right?
why not just use Resources.Load methods if you're including stuff in the build anyway?
there's also no way I can NOT build my content procedurally, there's too much of it and it's controlled by CSV
I am not including this stuff in the build
you are, it's in Resources folder
no it's not, I remove it before build
once the asset bundle is built all of those assets come out of that folder
I know it sounds convoluted but it would take longer to build thousands of pages by hand
it would also be super annoying to not be able to test without uploading an asset bundle, so they need to be in resources so they can be loaded locally
yeah switch to Addressables and move those out of resources then, you can sim asset bundles without your crazy workflow logic
my worry about switching to addressables is that from what you've told me I still need to move everything to another location than resources, which means I can't load them locally anymore? is that right?
ah, perfect
easy, cheers 🙂
yeah I gotta admit this is way way better and I should be done shortly
I thought it was going to be hell like everything else related to DLC everywhere
for AsyncOperationHandle<long> getDownloadSize = Addressables.GetDownloadSizeAsync(key); what can key be? Can it be anything like a label, group, location or asset ID?
I keep seeing keys referenced everywhere but haven't been able to work out what they are aside from strings
this is how I've set up the groups so far
like if I'm doing this, it'd be super nice to grab each book as each one is opened for the first time rather than everything at first app run