Having used AssetBundles and AssetBundle manager, I have found that the actually hinder development process.
I have the following pro’s and con’s. I also have a suggested alternative.
IMPORTANT: This is directed at non-streaming, but packaged update contents.
CONS
- Asset bundles add an extra layer of indirection to all your assets.
- During development you need a seperate build step to run your game and compile bundles.
- There is no easy way to manage tooling and having designers build assets bundles outside unity.
- Instead of managing assets and their versions, you just shift to managing asset bundles inside unity with little to no ability to automate server side releases.
- Unable to unify with external tooling.
- Closed source.
PROS
- You can store asset bundles in a package
- You can download all your assets in one streamed download
Projects are being held back by what is being sold as amazing way to manage your assets, but seeing through the hype, they just add an extra layer of complexity.
If you the asset bundle system was open source, it would make sense, so other design tools could construct these bundles and deploy directly to secondary servers, instead of using rather obtuse Unity workflow.
So I suggest to drop your closed source asset bundles, or developers, just store your assets online and manage packages yourselves. Its actually less work than trying to understand a complex and convoluted asset management system like AssetBundles.
Thanks guys,
Just some feedback.