#CROSS PLATFORM ASSET MANAGEMENT

12 messages · Page 1 of 1 (latest)

frozen osprey
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Hi everyone!
I am working on a cross platform game and we are looking on ways to make high quality graphic for PC and optimized on mobile, but for that we need different assets / settings on each platform. So the question is, what is the best way to manage this?

the way I thought as solution is: create an empty prefab that carries both assets: for mobile and pc. then later create a script to turn on the one I need, so in case im running on mobile, it turns off the pc version inside the prefab.

I appreciate any experience on it, thank you.

ember geode
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No better to find a way to have completely separate prefabs (with a common core) so in your mobile build you don't include the super hd things for PC. Size matters loads on mobile

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I think addressables would work for this, but somehow you have to decide what bundle you want

broken lion
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if you're working with 3D models I suggest going with low poly and use normal maps that you can control on a per platform basis

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as Roycon said, addressables work, and so do asset bundles, but you'll have to build the bundle for each platform

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both asset bundles and addressables support cloud delivery which greatly reduces your original install size (beneficial for mobile platforms)

high peak
# frozen osprey Hi everyone! I am working on a cross platform game and we are looking on ways to...

Use the built-in Level of Detail system.

In the Quality settings window, you can configure LOD settings that affect all GameObjects in your Project... Maximum LOD Level: Exclude meshes above a specified LOD level from your build.

So then you can cap your mobile builds to lower fidelity than PC. And it should be useful for in-game Quality settings too.

https://docs.unity3d.com/Manual/LevelOfDetail.html

I think the reason you'd go for addressables instead is to support different max LOD on different devices with the same build (so old iPhones don't download massive meshes but new ones do and it's the same Appstore app).

stuck cedar
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You dev on that main branch, pull on the platform branches and merge conflicts by keeping the local changes always.

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(you can automatize that)

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It's maybe slightly advanced in term of Unity architecture, you can't do that if your project is a mess.