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Load external scenes outside of the build
I am creating a game where scenes are loaded around me as I walk though the world. Meaning, I have a house, in which i walk through, but every room is a different scene, which I have created on it's own (for various reasons). I am loading each room as I get closer to it using distance calculations and Application.LoadLevel(certainRoom). My question being: is it possible in any way to supply updates for my rooms for the builds to implement inside the game folder after I already published the game? For example: I have changed the kitchen design and want my clients to see the changes on their already downloaded apps. Any thoughts?
Answer by Kryptos · Jan 23, 2012 at 10:54 PM
AssetBundles is what you are looking for.
doc: http://unity3d.com/support/documentation/Manual/AssetBundles.html
script reference: http://unity3d.com/support/documentation/ScriptReference/AssetBundle.html
example project: http://unity3d.com/support/resources/example-projects/assetbundles.html
got it, thanks! btw, does it work on all platforms? (iOS, Android, PC and $$anonymous$$AC?)
Yes, asset bundles are supported on all platforms, according to the documentation (not sure about the upco$$anonymous$$g Flash platform).
great, thanks a lot for the help! (could you please check my other questions and see if you can answer them?)
Answer by pjbaron · Aug 21, 2018 at 04:59 AM
Many years later but for anyone else who comes across this post, there is a major caveat: https://docs.unity3d.com/540/Documentation/Manual/scriptsinassetbundles.html
If you want to include code in your AssetBundles that can be executed in your application it needs to be pre-compiled into an assembly and loaded using the Mono Reflection class (Note: Reflection is not available on platforms that use AOT compilation, such as iOS).
WebGL is also AOT.