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Using a lot of big video textures exceedes sharedAssets0.assets max filesize | best practice for video textures?
Hi,
I am making an application which is supposed to show a few rather long / big video files. In the end it is not that simple but for now lets say I am building a video player with a fixed set of videos. When I import the movie files (preconverted to .ogv) as textures to display them on a quad the final build breaks due to the large size of sharedAssets0.assets.
What is the best way to resolve this? I've seen that using StreamingAssets like on a handheld device might be an option but I am unsure about how to display the files. There would also be WWW.texture but that seems like a weird workaround rather than an actual solution.
Answer by phil_me_up · Apr 04, 2016 at 04:31 PM
I've never come across this before. First thing I'd try is moving the video textures into the Resources folder . You'll probably have to change how you load them in but that should be trivial. You'll also be able to unload them once done which will be better for memory on the device.
I would recommend switching to assetbundles. unity is planning to fade out the support for the resources folder.
okay assetbundles sounds like an idea worth trying. Basically I just define the bundles in the inspector and then I use something like this or AssetBundle.LoadAllAssets(). Although I don't really get what LoadAllAssets return or how I adress a specific asset?
And is there a better way to get the reference to an assetbundle than a www path?
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