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Creating Asset-Bundle from FBX sub tree
I have large FBX file and would like to show its content within a Unity Web-Player. For performance reasons the Web-Player should load parts of the model dynamically as AssetBundles. Loading Asset-Bundles works fine so far.
To create the asset Bundles I imported the fbx file into Unity3d, drag it into the Hierarchy view and removed the subnodes that are not needed. Then I made a prefab from the (thinned-out) tree by dragging it to the project view. If I export that prefab as an AssetBundle it seems to contain the whole content from the FBX file, I removed almost everything from the tree, thought.
The prefab seems always to refer to the FBX file and not to create a copy of its parts thus the whole FBX content seems to be in the exported AssetBundle as dependency.
Is it possible anyway to only export parts of that imported fbx file with Unity3D? How can I make a "deep" copy of my the prefab to not longer refer to the FBX and export that.
Unfortunately a am not able to modify/split the FBX file outside of Unity.
Many Thanks for your Help
may be I was not clear, what I want to do:
The aim is to have only that geometry in the asset-bundle that is visible in the Unity hierarchy view and not the whole FBX file content.
What I have done: I created a scene in hierarchy view that uses parts of a FBX file, then I made a prefab from that scene. Now if a export that prefab to an asset bundle, the resulting bundle is very large (like the FBX file). It seams, that the asset bundle contains the whole FBX file.
I guess that is because the hierarchy only referes to the FBX and there is no copy (of the $$anonymous$$eshes, ..).
How can I make a (deep) copy of parts of the fbx file, so that there are no dependencies to the FBX file any more?
However that should be possible using a script, that traverses the scene, resolves the dependencies, creates copies and recreates the scenegraph...
Is there a more smart way to do that?
Any hint would be great!
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