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Question by SixpenceChen · May 14, 2015 at 03:56 PM · unity5assetbundle

Program with BuildAssetBundles in Unity 5.0 asset bundle system

The default assetbundle export from unity5.0 is compressed. command like this: BuildPipeline.BuildAssetBundles("AssetBundles");

In my test project, there are two assetbundle file: common and mainhud. there are some sprites in the file common. there is a prefab with UI Image object.

With the default assetbunlde exporter: common is 860k, mainhud is 3k.

But the size of the files is changed when I use the command:

BuildPipeline.BuildAssetBundles("AssetBundles", BuildAssetBundleOptions.UncompressedAssetBundle);

common is 8M, mainhud is 4M.

It seems to the mainhud assetbundle include the image resource. why?

The point: I just want to build uncompressed assetbundle with 5.0 asset bundle system. How can i do?

Any suggestion is welcome.

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avatar image Graham-Dunnett ♦♦ · May 14, 2015 at 03:57 PM 0
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$$anonymous$$aybe your Image object has a transparent image, and it's compressible to 3k but is 4$$anonymous$$ when not compressed?

avatar image SixpenceChen · May 15, 2015 at 03:50 AM 0
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the image is a 1024x1024 texture made with sprite packer. so, in the default mode, mainhud just have a reference to the image that saved in common asset bundle file. but build with uncompressed flag, mainhud has the image copy or not a reference. I think so, but I don't know why?

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