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Clarification on package/assetbundle flow -- best practices
I was hoping for some clarification on best practice between flow of bundling assets vs. writing a custom package.
I was hoping to have a flow of something like this:
Core Package (linked with Github) that has scripts and core stuff.
Asset Bundles, which exports things like prefabs based on the script that can be managed a little more selectively.
Am I thinking about that right? When I tried to manage the project as such, I ran into an issue with dependency management between assets and some shaders, etc.
https://github.com/Unity-Technologies/PostProcessing/issues/766
I love the import manager from Unity, so I'd love to have this for prefabs, but the package manager for core scripts.
Since not everyone is complaining about this, i have a feeling I am not going about this correctly. I'm right now exporting everything out as an asset bundle, but that feels pretty dissatisfying.
I thought a reasonable way to manage this was to asset bundle with dependencies, export, and that would work. That way I could always import core package, make an asset bundle off package, then ship the asset bundle.
Any references for further edification also appreciated.