AssetBundles doing my head in

Hi
i am trying to move from split application obb file to asset bundles - have been battling for a few days and can’t work out if i have misunderstood the entire process or if it is just very clunky since i am finding it pretty hard and cumbersome

For example i get this error which i don’t fully understand and even if i did how am i meant to sift through all my objects to find the one causing the problem

My like i imagine most games have thousands of assets… i would like to assign folders to bundles to cut down on the work but i have read that sub folders don’t inherit the naming

AssetBundle names "environment.prefabs" and "environment" can't exist in the same build as "environment.prefabs" has the variant.
UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)
CreateAssetBundles:BuildAllAssetBundles () (at Assets/Editor/CreateAssetBundles.cs:15)

being able to see all assets by bundle/variant and all variants by bundle would make this tortuous task a lot simpler (i think) together with a way to check the above error if i have misunderstood the error i am getting so i can fix

I am about ready to give up on assetloading and stick with obb which is annoying since i would dearly love to reduce the size of my apk

any thoughts, help and pointers would be gratefully received

thanks

The format “name.variant” is reserved for asset bundle names. So when you have both “environment.prefabs” and “environment”, those are considered the same “environment” asset and their names conflict when added to an asset bundle.

(Not sure if you’ve set up a “prefabs” variant or just entered a bundle name with a dot, which apparently Unity doesn’t prevent you from doing.)

You can try the Asset Bundle Browser, though it’s not officially supported by Unity and hasn’t been updated in a while.

Using asset bundles directly is considered more low-level nowadays, Addressables being the “recommended, and more user friendly, alternative”. With Addressables, you can make whole folders addressable and get better tooling to manage addressable assets project-wide. Though, it’s also a bit complicated and daunting to get into.

I guess most people using asset bundles directly have built their own editor tooling on top, to make managing them easier. Like you’ve said, doing so with only the built-in tools is not very scalable.

Thanks for this
Will give addressables a go