- Home /
Include compressed unused asset's folders to your build
Hello, I'm loading binary files through the System.IO API in the application, so Unity "does not know" that i'm using those files, therefore it does not include them into the build folder.
I cannot put them under the Resources folder because they are too many and Unity crashes (Out of Mem).
Ideally i'd like to create a "map.assets" compressed file (like the resources.assets") to use in the build enviroment.. (Their path is like "Assets/build/maps/map0/")
Any idea?
Thanks!
Answer by Thom Denick · Dec 28, 2014 at 11:11 PM
As long as you don't need to modify the files, you can just point to Application.DataPath: http://docs.unity3d.com/ScriptReference/Application-dataPath.html
If you need to modify the files, then you should probably copy them to the Persistent Data Path during the install process. http://docs.unity3d.com/ScriptReference/Application-persistentDataPath.html
Your answer
Follow this Question
Related Questions
Distribute terrain in zones 3 Answers
Image resize/compression on build 1 Answer
Build/apk size doesn't change 0 Answers
Unity WebPlayer Build Size Excessive 0 Answers
File Headers HUGE (5.2 GB) ~ Build Issues Question 0 Answers