- Home /
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.
$$anonymous$$aybe your Image object has a transparent image, and it's compressible to 3k but is 4$$anonymous$$ when not compressed?
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?
Your answer
Follow this Question
Related Questions
Exporting assets from Unity 5 to Unity 4 1 Answer
Errors When Loading AssetBundles With Concurrent WWW Calls (Unity5) 0 Answers
assetbundle in Unity 5.6 can't load png files? 0 Answers
AssetBundles Unity5 (No AssetBundle has been set for this build) 3 Answers
Unity 5 Asset Bundles with uGUI 1 Answer