![]() Resource files, which are chunks of binary data stored separately for certain Assets (Textures and audio) to allow Unity to efficiently load them from disk on another thread.A serialized file, which contains your Assets broken out into their individual objects and written out to this single file. ![]() These additional files consist of two types: The AssetBundle archive is a container, like a folder, that holds additional files inside it. “AssetBundle” can refer to two different, but related things.įirst is the actual file on disk. For efficient delivery over networks, you can compress AssetBundles with a choice of built-in algorithms depending on use case requirements (LZMA and LZ4).ĪssetBundles can be useful for downloadable content (DLC), reducing initial install size, loading assets optimized for the end-user’s platform, and reduce runtime memory pressure. AssetBundles can express dependencies See in Glossary between each other for example, a Material in one AssetBundle can reference a Texture in another AssetBundle. ![]() An AssetBundle is an archive file that contains platform-specific non-code Assets (such as Models, Textures, Prefabs, Audio clips, and even entire Scenes) that Unity can load at run time.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |