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Unity asset bundle viewer
Unity asset bundle viewer







This window provides an explorer like interface to managing and modifying asset bundles in your project.

unity asset bundle viewer

Note: this utility is in a pre-release state, and accordingly we recommend creating a backup of your project before using it. The bundle configuration and build functionality are split into two tabs within the new window. It will create a new menu item in Window > AssetBundle Browser. It can be dropped into any Unity project with a version of 5.6 or greater. Use this tool as an alternative to selecting assets and setting their asset bundle manually in the inspector. It also provides basic build functionality. It will block editing that would create invalid bundles, and inform you of any issues with existing bundles. This tool enables the user to view and edit the configuration of asset bundles for their Unity project. To access it, you have to download it from GitHub and install it separately from the standard Unity Editor’s download and install. NOTE: This tool is extra functionality to Unity’s standard functionality. A good bit of information about AssetBundle organization can be found in the Addressables docs. There are however tradeoffs when selected how granularly you want to break down your AssetBundles. So it's okay to have an AssetBundle that references a large shared AssetBundle for just a single Asset. Also note that loading a shared AssetBundle will not actually load any objects, the objects are loaded separately through loading APIs. It will then be duplicated in all groups that reference it. Here is a link to the docs: you are building AssetBundles manually using the built-in AssetBundle pipeline (BuildPipeline.BuildAssetBundles), you can use the AssetBundleManifest to determine AssetBundle dependencies: to duplicate the Asset, instead of putting it in a shared AssetBundle, don't assign that Asset to a group.

unity asset bundle viewer

That will generate a text file that shows detailed AssetBundle dependencies. You can enable the build layout feature in the Addressables preferences window. This last step becomes incredibly difficult when projects are more complex and I believe it would be much easier if the Analyze Window or similar tool could show the connections between assets to bundles and bundles to other bundles.

  • But wait, actually, scene B only needs a single asset from Bundle C, so we to duplicate this one instead or move things around to make better use of memory.
  • unity asset bundle viewer

    A and B depend on C, so C is always loaded.

    unity asset bundle viewer

    The strategy was usually clear, but in reality, we always had a lot of issues trying to manage dependencies. I have multiple projects were Addressables weren't part of the beginning and needed to be introduces later during development which meant going through hundreds of assets and creating dozens of bundles. I'd like to stress that such a tool seems absolutely vital to converting existing projects to using Addressables. Up you go, thread! I have the same question.









    Unity asset bundle viewer