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ScriptableObject inside of AssetBundle
I'm trying to be a good Unity-ite and use AssetBundles instead of Resources, but I'm having an issue.
I use the AssetBundle Browser to build AssetBundles out of ScriptableObjects. Then, I am dynamically loading them using the following code:
public static async void LoadAll()
{
Currencies = (await GetAssetsFromAssetBundleAsync<Currency>(Path.Combine(Application.streamingAssetsPath, "currencies"))).ToList();
}
private static Task<IEnumerable<T>> GetAssetsFromAssetBundleAsync<T>(string path) where T : class
{
TaskCompletionSource<IEnumerable<T>> taskCompletionSource = new TaskCompletionSource<IEnumerable<T>>();
var assetBundleRequest = AssetBundle.LoadFromFileAsync(path);
assetBundleRequest.completed += (x) =>
{
var assetRequest = assetBundleRequest.assetBundle.LoadAllAssetsAsync<T>();
assetRequest.completed += (y) =>
{
taskCompletionSource.TrySetResult(assetRequest.allAssets.Select(asset => asset as T));
};
};
return taskCompletionSource.Task;
}
I am using this to load a ScriptableObject, and it all works. Except when I modify a serialized field at runtime. This data change fails to serialize, so when I exit the scene, the changes I make do not persist.
A direct reference works perfectly, and changes persist when I make them at runtime. It only breaks when the reference comes from the AssetBundle. Is there some explicit call I'm missing to save the changed data inside of the AssetBundle?
Thanks in advance!
Umm, if i understand correctly, you use a class from the AssetBundle, manipulate it's fields/properties, and when you try to save the state, it doesn't save it properly? Or do you have problems using said classes, like instancing or manipulation?
Answer by Bystander333 · Jul 30, 2018 at 04:05 PM
Attributes that are changed at runtime in the Hierarchy or scene are not persisted, this isn't a restriction on AssetBundles, it's how Unity works otherwise the scene wouldn't reset when you re-ran it. Additionally Asset Bundles are read only, they only change when you build them. Not sure if that helps ?
A bit more detail, Unity doesn't store code in Asset Bundles. Just the serialised attributes of objects in the scene/project. These are the unity3d and prefab files among others. The serialised attributes change on disk whenever you edit them EXCEPT at runtime where they are not flushed. AssetBundles are just readonly collections of those configuration files.
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