#StackBounty: #unity #c# #modding #assetbundle How to build only specified assets into assetbundle in unity

Bounty: 50

I have searched through the few results pertaining to this particular question, but haven’t found any results that work. A simple rundown of what i am looking for is to be able to make a single asset bundle of specified assets in order to be able to make an automated process for what the mod system i am making for the project i am working on.

there are two ways I can think of that would be able to do this;

  1. build specified resources and assets into an assetbundle
  2. build everything in a specified folder into an asset bundle

all of what i have been able to find regarding this either wouldn’t allow me to make the automated process i need or builds the all of the assetbundles and they have to be defined manually before hand.

Any resources or suggestions to this issue would be greatly appreciated.


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#StackBounty: #unity #animation #blender #fbx Imported FBX animations (exported from Blender) have different, messier keyframes than in…

Bounty: 50

I imported an a character to Unity 2019.2.8 that I made in Blender 8.0, which was exported from that program in .FBX format. The animations play back the same (perceptually, but the keyframes are very messy and out of place by comparison.

What can be causing this? The animations in Blender and Unity are the same length (I checked) so what happened to the keys? How can I re-import these animations so that the keys match?

EXAMPLE:
(this all happens in Blender 8.1)

In Blender, have a rigged and animated character ready:

enter image description here

These animations (this animation in particular, “Battle_Punch”) was recorded with the Frame Rate set to 60fps. That may not be true for all of them (hope not) but it is for this one.

Prior to export, I select all the objects in under the Luigi collection. I do that by right-clicking the Armature object in the Collections panel and selecting “Select Hierarchy”.

Then I use the following FBX export settings:

enter image description here

Of particular note should be the options to export only what is selected.
I set the normals to “face” because once-upon-a-time, that worked well for me when the default did not.

Here are my FBX IMPORT settings inside Unity:

Model:

enter image description here

Rig:

enter image description here

Animation (only change is Import Constraints-YES and Anim. Compression-NONE):

enter image description here

(I’m sure the Materials settings are unimportant for this)

Here are they keyframes I get with Anim. Compression set to NONE:

enter image description here

…and here is what I get with the default setting (Reduced Keyframes). This result is the same as if I select OPTIMAL:

enter image description here

You can compare this to the keyframes in the first image and see that this outcome resembles shotgun fire better than it resembles my keyframes.

Now, an observation: Tinkering with the translation/rotation/scale error settings under Reduced Keyframes in the Animations import settings will give me more keyframes, but I can’t confirm this is more consistent with what I started with because it will insert a keyframe for every position, not just where the original keyframes were.

How do I get keyframes ONLY where my original keyframes were?


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#StackBounty: #unity #ios #assetbundle #streaming-assets Can I persist AssetBundles if they were delivered from Apple's on-demand r…

Bounty: 50

My Unity iOS game is fairly large. It could easily be 1.5gb when installed.

To reduce download size, I’m reading about AssetBundles and Apple’s on-demand resources. It seems ideal – I could put most of my assets in Apple’s servers, dramatically reducing the download/install size, and then just download everything when the game runs for the first time (my goal is to have the players install the game as quick as possible).

However, upon further reading I’m starting to suspect that Apple’s on-demand resources are strictly meant for temporary usage. I can’t just “download the whole game and leave it like that”.

Other websites seem to further support that idea:

Data beyond the 200 MB limit will be cached for an indeterminate
period of time, then deleted automatically by the system.

(That’s for Apple TV apps but I suppose it is the same case)

Is it correct that I cannot persist my AssetBundles if they were delivered from Apple’s on-demand resources service?

Naturally I could take the assets I want from the AssetBundle and somehow write them to disk manually, and then release the AssetBundle. It can be done, but if I could simply mark the bundle as “do not delete” it would be a lot more convenient.


Get this bounty!!!

#StackBounty: #unity #ios #assetbundle #streaming-assets Can I persist AssetBundles if they were delivered from Apple's on-demand r…

Bounty: 50

My Unity iOS game is fairly large. It could easily be 1.5gb when installed.

To reduce download size, I’m reading about AssetBundles and Apple’s on-demand resources. It seems ideal – I could put most of my assets in Apple’s servers, dramatically reducing the download/install size, and then just download everything when the game runs for the first time (my goal is to have the players install the game as quick as possible).

However, upon further reading I’m starting to suspect that Apple’s on-demand resources are strictly meant for temporary usage. I can’t just “download the whole game and leave it like that”.

Other websites seem to further support that idea:

Data beyond the 200 MB limit will be cached for an indeterminate
period of time, then deleted automatically by the system.

(That’s for Apple TV apps but I suppose it is the same case)

Is it correct that I cannot persist my AssetBundles if they were delivered from Apple’s on-demand resources service?

Naturally I could take the assets I want from the AssetBundle and somehow write them to disk manually, and then release the AssetBundle. It can be done, but if I could simply mark the bundle as “do not delete” it would be a lot more convenient.


Get this bounty!!!

#StackBounty: #unity #ios #assetbundle #streaming-assets Can I persist AssetBundles if they were delivered from Apple's on-demand r…

Bounty: 50

My Unity iOS game is fairly large. It could easily be 1.5gb when installed.

To reduce download size, I’m reading about AssetBundles and Apple’s on-demand resources. It seems ideal – I could put most of my assets in Apple’s servers, dramatically reducing the download/install size, and then just download everything when the game runs for the first time (my goal is to have the players install the game as quick as possible).

However, upon further reading I’m starting to suspect that Apple’s on-demand resources are strictly meant for temporary usage. I can’t just “download the whole game and leave it like that”.

Other websites seem to further support that idea:

Data beyond the 200 MB limit will be cached for an indeterminate
period of time, then deleted automatically by the system.

(That’s for Apple TV apps but I suppose it is the same case)

Is it correct that I cannot persist my AssetBundles if they were delivered from Apple’s on-demand resources service?

Naturally I could take the assets I want from the AssetBundle and somehow write them to disk manually, and then release the AssetBundle. It can be done, but if I could simply mark the bundle as “do not delete” it would be a lot more convenient.


Get this bounty!!!

#StackBounty: #unity #ios #assetbundle #streaming-assets Can I persist AssetBundles if they were delivered from Apple's on-demand r…

Bounty: 50

My Unity iOS game is fairly large. It could easily be 1.5gb when installed.

To reduce download size, I’m reading about AssetBundles and Apple’s on-demand resources. It seems ideal – I could put most of my assets in Apple’s servers, dramatically reducing the download/install size, and then just download everything when the game runs for the first time (my goal is to have the players install the game as quick as possible).

However, upon further reading I’m starting to suspect that Apple’s on-demand resources are strictly meant for temporary usage. I can’t just “download the whole game and leave it like that”.

Other websites seem to further support that idea:

Data beyond the 200 MB limit will be cached for an indeterminate
period of time, then deleted automatically by the system.

(That’s for Apple TV apps but I suppose it is the same case)

Is it correct that I cannot persist my AssetBundles if they were delivered from Apple’s on-demand resources service?

Naturally I could take the assets I want from the AssetBundle and somehow write them to disk manually, and then release the AssetBundle. It can be done, but if I could simply mark the bundle as “do not delete” it would be a lot more convenient.


Get this bounty!!!

#StackBounty: #unity #ios #assetbundle #streaming-assets Can I persist AssetBundles if they were delivered from Apple's on-demand r…

Bounty: 50

My Unity iOS game is fairly large. It could easily be 1.5gb when installed.

To reduce download size, I’m reading about AssetBundles and Apple’s on-demand resources. It seems ideal – I could put most of my assets in Apple’s servers, dramatically reducing the download/install size, and then just download everything when the game runs for the first time (my goal is to have the players install the game as quick as possible).

However, upon further reading I’m starting to suspect that Apple’s on-demand resources are strictly meant for temporary usage. I can’t just “download the whole game and leave it like that”.

Other websites seem to further support that idea:

Data beyond the 200 MB limit will be cached for an indeterminate
period of time, then deleted automatically by the system.

(That’s for Apple TV apps but I suppose it is the same case)

Is it correct that I cannot persist my AssetBundles if they were delivered from Apple’s on-demand resources service?

Naturally I could take the assets I want from the AssetBundle and somehow write them to disk manually, and then release the AssetBundle. It can be done, but if I could simply mark the bundle as “do not delete” it would be a lot more convenient.


Get this bounty!!!

#StackBounty: #unity #ios #assetbundle #streaming-assets Can I persist AssetBundles if they were delivered from Apple's on-demand r…

Bounty: 50

My Unity iOS game is fairly large. It could easily be 1.5gb when installed.

To reduce download size, I’m reading about AssetBundles and Apple’s on-demand resources. It seems ideal – I could put most of my assets in Apple’s servers, dramatically reducing the download/install size, and then just download everything when the game runs for the first time (my goal is to have the players install the game as quick as possible).

However, upon further reading I’m starting to suspect that Apple’s on-demand resources are strictly meant for temporary usage. I can’t just “download the whole game and leave it like that”.

Other websites seem to further support that idea:

Data beyond the 200 MB limit will be cached for an indeterminate
period of time, then deleted automatically by the system.

(That’s for Apple TV apps but I suppose it is the same case)

Is it correct that I cannot persist my AssetBundles if they were delivered from Apple’s on-demand resources service?

Naturally I could take the assets I want from the AssetBundle and somehow write them to disk manually, and then release the AssetBundle. It can be done, but if I could simply mark the bundle as “do not delete” it would be a lot more convenient.


Get this bounty!!!

#StackBounty: #unity #ios #assetbundle #streaming-assets Can I persist AssetBundles if they were delivered from Apple's on-demand r…

Bounty: 50

My Unity iOS game is fairly large. It could easily be 1.5gb when installed.

To reduce download size, I’m reading about AssetBundles and Apple’s on-demand resources. It seems ideal – I could put most of my assets in Apple’s servers, dramatically reducing the download/install size, and then just download everything when the game runs for the first time (my goal is to have the players install the game as quick as possible).

However, upon further reading I’m starting to suspect that Apple’s on-demand resources are strictly meant for temporary usage. I can’t just “download the whole game and leave it like that”.

Other websites seem to further support that idea:

Data beyond the 200 MB limit will be cached for an indeterminate
period of time, then deleted automatically by the system.

(That’s for Apple TV apps but I suppose it is the same case)

Is it correct that I cannot persist my AssetBundles if they were delivered from Apple’s on-demand resources service?

Naturally I could take the assets I want from the AssetBundle and somehow write them to disk manually, and then release the AssetBundle. It can be done, but if I could simply mark the bundle as “do not delete” it would be a lot more convenient.


Get this bounty!!!

#StackBounty: #unity #ios #assetbundle #streaming-assets Can I persist AssetBundles if they were delivered from Apple's on-demand r…

Bounty: 50

My Unity iOS game is fairly large. It could easily be 1.5gb when installed.

To reduce download size, I’m reading about AssetBundles and Apple’s on-demand resources. It seems ideal – I could put most of my assets in Apple’s servers, dramatically reducing the download/install size, and then just download everything when the game runs for the first time (my goal is to have the players install the game as quick as possible).

However, upon further reading I’m starting to suspect that Apple’s on-demand resources are strictly meant for temporary usage. I can’t just “download the whole game and leave it like that”.

Other websites seem to further support that idea:

Data beyond the 200 MB limit will be cached for an indeterminate
period of time, then deleted automatically by the system.

(That’s for Apple TV apps but I suppose it is the same case)

Is it correct that I cannot persist my AssetBundles if they were delivered from Apple’s on-demand resources service?

Naturally I could take the assets I want from the AssetBundle and somehow write them to disk manually, and then release the AssetBundle. It can be done, but if I could simply mark the bundle as “do not delete” it would be a lot more convenient.


Get this bounty!!!