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Question by shaystibelman · Jan 23, 2012 at 06:35 PM · updatedownloadloadlevel

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?

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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

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avatar image shaystibelman · Jan 24, 2012 at 08:11 AM 0
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Fantastic! thanks!

avatar image Kryptos · Jan 24, 2012 at 08:31 AM 0
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Note that AssetBundles require the pro version.

avatar image shaystibelman · Jan 24, 2012 at 08:46 AM 0
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got it, thanks! btw, does it work on all platforms? (iOS, Android, PC and $$anonymous$$AC?)

avatar image rabbitfang · Jan 24, 2012 at 09:08 PM 0
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Yes, asset bundles are supported on all platforms, according to the documentation (not sure about the upco$$anonymous$$g Flash platform).

avatar image shaystibelman · Jan 25, 2012 at 07:57 AM 0
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great, thanks a lot for the help! (could you please check my other questions and see if you can answer them?)

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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.

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