- Home /
Clearing Editor References when Building for Mobile
Ah, memory...
There are many cases where I need to load separate SD/HD assets based on device memory. This usually involves removing the asset reference altogether then using Resources.Load() to load the SD/HD asset.
My scene is getting less and less clean in the editor, because everything isn't hooked up by asset. In most cases, I still have the asset directly (as a Texture2D or whatever), plus a strings for the corresponding Resources.Load() in the same script. Resources.Load() is just an alternative way to init the asset reference. If I forget to clear all these references each time I build, the asset gets included directly in the build, and the app runs out of memory on low-end devices.
Is there a way to invoke a script on build player where I can clear specific asset references, then restore them afterwards?
Thanks, Alex
Answer by Veehmot · Jun 13, 2013 at 12:33 AM
If you want to modify the build for a specific platform, I suggest you take a look at the Build Pipeline functions. That's how we achieved building different assets for Mobile or Desktop.
Your answer
Follow this Question
Related Questions
How to Disable Unloading of Assets During Bundling 0 Answers
AssetGraph bug fixed request(Override Import Setting doesn't work) 0 Answers
Sprites warped/not sliced on android builds, fine in editor 0 Answers
Unity Custom Inspector - Resources.LoadAll() returns 0 element. 1 Answer
Mesh Destroy After an Editor Stop 0 Answers