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Tutorial: Creating AssetBundle when runtime is needed

Discussion in 'Community Learning & Teaching' started by chanfort, Nov 2, 2015.

  1. chanfort

    chanfort

    Joined:
    Dec 15, 2013
    Posts:
    641
    Hey guys, I was recently looking how to solve the problem, when part of code requires runtime and generated objects needs to be saved into AssetBundles (can be the case when taking snapshots of objects in the scene and saving them into AssetBundles instead of regular textures). It seems like I found a possible solution so I made a short video with explanations how to do that in a single run:

    It actually uses both modes - Editor runtime and non-runtime. However, the trick allows to minimize the number of clicks from runtime generation code till they are packed into AssetBundles.
     
  2. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    Moving thread back to Teaching.