Hey guys,
I’ve been experimenting with assetbundle variants the last few days, and I’m running out of idea’s to solve my problem. What I have is a project that loads all it content from assetbundles on startup and with that sets up the scene. The project should run on a lot of different devices, so a HD and SD version of my assetbundles would be a great help. Assetbundle variants seem to be the best tools to help me do that.
But as I said, I’m running into problems. I can already built assetbundles and their variants from code now, thats not the problem. The thing is that in unity itself, the assets in my SD bundle are still references assets (like materials or textures) in the HD bundle. It was my understanding that when you only load the SD variant, it would recognize the fact that HD is not available and search for the same asset in the SD bundle. That’s not happening. It still fetches the assets from the HD bundle, rendering my use of the variants useless.
The demo’s provided by Unity themselves show only static content using variants (the scene with already a tank in it). I cant find any other examples online about assetbundle variants, let alone in combination with dynamic content.
So my question to you guys is; Is it even possible? Can I do what I’m describing in this post, and if so how. I added some screenshots to show my project setup.