Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Zhang Kun · Nov 25, 2011 at 03:30 AM · webplayerversioncacheasset bundlesonline game

Versioning asset bundles for web player game

We're making an online web player game that uses many asset bundles(count to 100 or so), these asset bundles will be dynamically downloaded.

We use the Character Customization sample way to build the bundles. And use LoadFromCacheOrDownload to load or download needed asset bundles on the fly.

Each asset bundles will be changed occasionally, so each assert bundle may have different version. We meet the problem to manage the versions, for each time we build the asset bundles, even there is not any changes, the output asset bundle file(check sum) will be different.

So it is nearly impossible to version these asset bundles. Does anyone meet such problem? Or any suggestion? Thanks.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by Zhang Kun · Jan 04, 2012 at 10:23 AM

It is solved after we update to Unity 3.4. The bundle can keep if no related asset change.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by rabbitfang · Nov 25, 2011 at 09:04 AM

I would use a "last modified date" versioning system. If you know when the asset bundle changes (e.g. moved a model), you would just update the last modified date to the current time (last mod. date would be stored in a seperate file/DB, not using the file system's meta data).

It does seem, however, that you are building the asset bundles more than you need to, maybe to the point of every time you need them. If the bundles are made by hand, then you would only have a file with a new checksum every time you made a change. On the other hand, if they were being built automatically from files uploaded to the project, see if you can try to only build the bundle when a file changes, not every so often (like every hour). (The automatic building seems more likely, because why would you build a bundle when nothing changed?)

Remember that you have access to a large portion of the .NET 2.0 library, which includes networking capabilities beyond Unity's WWW class and file system access.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Zhang Kun · Dec 01, 2011 at 03:52 AM 0
Share

We are using an automatic build tool. To manage such a number of asset bundles by hand is not good and human is easy to make error. If we trace the dependent source files, this requires more work.

Unity Asset bundle file changed greatly even there is no source change, this is very strange. If Unity can fix this, the version task will be much simple.

I am thinking "Have Unity guys the real development experience on online game development?"

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Old webplayer version 0 Answers

Streamed Scene Asset Bundles in a Streamed Web Player Causing Crashes 1 Answer

How to know if UnityWebRequestAssetBundle.GetAssetBundle is using a cached bundle? 1 Answer

Failed to update unity Web Player 2 Answers

How to keep Adressable Asset Bundles downloaded in device? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges