AssetBundle Licensing Restrictions

The latest version of my Whirld project is now capable of importing and exporting Unity scenes complete with textured meshes, detailed terrains, game specific resources, and more using libraries that I have written - and I just purchased Unity Pro to experiment with integrating AssetBundles into Whirld.

Succinctly stated, the Whirld’s Project’s vision is to enable any Unity game to efficiently load game worlds designed by anyone - which will have tremendous potential for games like Mars Explorer which have active communities of creative kids who would love to participate in the creation of the games that they enjoy.

My primary question about AssetBundles is regarding licensing:
Am I allowed to host a “batch” AssetBundle generator service running off my Unity license that people can use to bundle the worlds they create?
If so, why isn’t the ability to create AssetBundles included with the free version of Unity - and if not, am I allowed to manually bundle worlds created by fans of my game?

YAHSHUA YHWH GOD BLESS you Unity,

i have a similar questions.

AtDaz Studios forum, we are discussing how Daz Studios might provide content for game studio and indie developers and in the course of the discussion, it was remarked that the Unity Web player only renders 2D images.

i ran a check of my C:\ and found no *.assetbundle from the Web Player demo but have to make sure that no part of the 3D mesh, textures, etc. are distributed via the Web Player.

My question is does the Web Player distribute any part of the assets bundle through the Web Player?

And to to make proper use of the Web Player, do i need the Asset Server so that no distribution of the assetbundle takes place?

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Hopefully these technical questions can be answered authoritatively so that no violations of any one’s property occurs.

Dih

Bump

I also would like to know if there are any ways of getting user content into games if asset bundles are pro only.

Thanks, Bill

@NohBahDih: The asset server has no relationship to the client at all. Its a versioning system for the editor only.
Also the webplayer does not “render only 2d images”: it uses the full content and executes it on the client machine within the unity webplayer plugin. No part of the webplayer is running on the server or anywhere else than the user machien

@Robur: Its a pro only feature, so no asset bundle presence in free at all, neither build nor use.

If you can offer such a service → clear with UT
I personally would assume no for general purpose. For your own game and usable only there perhaps yes, but it makes little sense cause you have to offer it the world building as ingame feature where you won’t find any use for the asset bundle building at all as the whole data required are editor only. to offer it in the editor you have to hand them the whole game in source form but then they could not only steal the stuff, they also would have to understand the fact that most the changes they do there have totally no impact as the AS is running against your game only - even worse, if they change other stuff they could render the asset bundle data in a form that can’t build or run at all.

@sync: write your own serialize / deserialize handling and work with WWW

What if you wanted users to write their own scripts? Would have to use asset bundles? With the indie version of Unity free it opens up a interesting opportunity where you could give users the proper editor tools so that they could make their own content including scripts*and add it to an existing built project. How ever if the only way to get a new script into a built project is asset bundles then it seems that awesome opportunity is squashed since its a pro only feature.

Bill

As far as I know It’s not possible to get new scripts into an existing project with Asset Bundles.

As far as I know It’s not possible to get new scripts into an existing project with Asset Bundles.

No new scripts (I mean "new Type"s) possible to load, cause all load types needs to be predefined in client, this is common language restriction. On other hand, you needs predefined only names and access modifiers for Type, content you may extend later by load dll file with new logic and using special delegate system in base class to link its old logic with new Behavior in dll. You need some .Net experience to setup system like this.
One more ability to edit program flow logic after compile, exists: use PlayMaker or similar soft and build program graph from database or some etc model “on-the-fly”.