Checked the example of assetbundle showing import of assets objects in one unity3d file from other unity3d file in browser.
so if import works at runtime like the way its stated above as per the example reference from the unity site.
Than how can the build be made at runtime. If the build is made at runtime than it can again link up to import at runtime which is a great thing.
But how the build can be achieve for that manner.
Without any use of the command line Arguments.
Is this “” BuildPipeline.BuildAssetBundle() “”
targets to the same thing that i am stating about.
Please clear my doubts for the build things and some details to go in depth for this to achieve a build at runtime.
Thanks in advance
Waiting eager for some response in this !
hi
Editor classes like BuildPipeline can not be used at runtime so there is no way to make an asset bundle at runtime.
you can do this by creating an editor script and execute it by command line or just put the script and unity on a server and create a web page on a web server that create that asset for you.
i mean creating a page like this
http://www.myserver.com/createasset.aspx?assetname=yourassetname&args=objects
then create that page in ASP.NET or PHP and in the page execute unity with correct command lines and then because you know the path of asset bundle you can access it by www class. but i wonder why would you want this? if you tell me, maybe another solution is available.
Thanks ashkan,
was waiting to know this.
Ok, so for purpose just like adding new products items through the browser itself in a 3d space. Like my first Unity build file is having 10 items. Than want to add other new 5 items with complete different mesh and texture directly through the browser with some web service integration to Unity app on server.
As per the way of assetbundle goes than it means the import of the gameobjects can be done from the other .unity3d file itself. Than the import function can be use from the new build unity file with those 5 new items to transfer that to the original main build unity file.
For this need the way to build the .unity3d file from the browser. And than the new build file can send its content to the main .unity3d file.
Still don’t know its possible but need the right solution either regarding the thing(build) can be done or not at runtime.
hi
it’s easy to do as i said.
i think your program is a 3D product viewer maybe with price and description and some integration with paypal and other paying services.
ok
you just need to know the name of the asset bundle to load for a spesific product
i am new to unity and did not read the editor classes documentation yet. i am just using the trial version but i read buildpipeline and assetDataBase descriptions.
you should have a form to get the product name and it’s mesh and texture and all other assets and then upload them to a webserver that has a unity installed and then run unity with commandline and a script to create an asset bundle from files that you uploaded and then asign a unique name to assetbundle file and store it’s name in your database with product name and productId and maybe description and …
then in your unity application on the web just read the database table and load the assetbundle for your product.
you can read databases using ODBC connections in mono, however it will increase the size of your web player.
unfortunately unity don’t allow loading files like meshes from the file system and using them and some times it’s a big limitation. i hope that it will be fixed in future versions
wow, you perfectly understood and stated the proper way and info regarding that.
But got confused in your last verse
“unfortunately unity don’t allow loading files like meshes from the file system and using them and some times it’s a big limitation. i hope that it will be fixed in future versions”
i don’t know why this is mentioned by you. So it again gets me in confusion.
But the Rest of the things you said above the last verse is perfectly understood and mentioned the way i want to go for. So as per this what should i accept it as, is it possible to do the way i want or not.
Thanks once again.
your welcome my friend
that verse was not about your problem but it was a general verse
i meant that if unity was able to create meshes from files like this
Mesh m = new Mesh(“\meshes\mynewmesh.fbx”);
it was realy easy to do things u want without having to execute unity and tell him to create asset bundles
you can do this in some other engines like shiva3d and DX studio but they have many limitations that unity don’t have
i hope that unity fix this in future releases
even now it’s possible to get all vertex data from a mesh and write them to a file and then load that file with www class and reassign them to a mesh
Thanks ashkan.
Its understandable pretty well now, same the way as thought too but now pretty sure with this.
So assetbundle [with its proper naming conviction(not the splinter cell conviction
actually waiting for the release) and path] will be generated with the commandline and that can be imported in the main unity3d file in the browser with the www and load functions.
good thanks a lot. still if have any thing in it to know i will post. 