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Question by hollym16 · Sep 05, 2017 at 11:53 AM · assetbundleloadurlfilesizedynamic loading

Asset Bundles and dynamic loading

Ok, this this is going to be a heavy question but I'm sure there's a lot of people out there who want to know the same thing:

How can I reduce the file size of my App to get it to run quicker?

I know of several ways of going about this and have toyed with them, but I want to know which one is the best to go with based on peoples experience. So this might end up more of a discussion than an answer.

I have an Augmented Reality App that displays a number of products, has lots of animations and textures and tells the user all about the products. The file size of my App is now nearing 100mb.

So my initial thought was to package each scene for each product as an Asset Bundle and when the user loads that scene, it downloads that Asset Bundle with everything in it. Theoretically this is great but in practice I had a lot of issues with scripts, animations and scales of models. It worked but didn't look exactly like my original scene.

My next thought was to simplify the Asset Bundles and package just the textures, in fact I found a short script that just downloads an image using a URL and apply it to the GameObject. I found this worked well in a basic scene, but adding it to my project seemed to make it slower on the scene load up and it wouldn't apply the texture to GameObjects that were SetActive(false).

Has anyone had success with these or other methods in terms of effectively making your App run quicker and more efficiently without long load times becoming an issue?

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