Hello, so I’ve read the documentation on asset bundles, what they are and how I would load/download them. I had a few questions though. If I wanted to issue new content for a game, would the assets just be downloaded once, or does it have to reload it every time it launches? Also is there a possibility that the user can just download the assetbundle, place it in the game directory and it would load that way? My other question, while I know assetbundles can contain new objects, can it contain newer versions of certain objects and would the old one be overwritten then?
Is what you’re looking for.
Thanks for the response. So, it can download the and it has versioning in it. But will the downloaded assets stay for next game launch? Also, will whats inside override whats already there.
Yes. The cache stay intact between application load on mobile, or computer. I’m not sure about webplayer’s cache.
It works by versionning, so if you redownload package xxx.unity3d with version 2, it will overwrite version 1. If you try to download version 1 and you already had it cached, it will just load it from the disk.
Version of the package is up to you to handle the way you want.
Alright so if I have an asset bundle v.1 which contains model.obj, scripts.js. the user has downloaded that. then they get v.2 which contains dog.obj,script.js. Would it then keep both model.obj,dog.obj and then replace script.js with the new one?
It would replace the whole package. It doesn’t keep older version, for good reason.
If you want older version to still exist, you’ll have to make a different file (x1.unity3d, x2.unity3d, etc.) and manage existance of similar asset internally.
Alright are there any ideas on how to do that? Basically, I’m trying to make a patcher and the only way to get it to work so far is to redownload the entire game. But a 20GB game redownload isn’t that pratical
Why would you redownload the whole game? AssetBundle are separated files that can be downloaded one by one. Yeah, if you patch every AssetBundle, you’ll have to redownload them all. But why would you change every single asset bundles?
I thought multiple files were in an assetbunle
So if I were to make each asset its own bundle,it would make it a lot easier to send patches
It’s a balance. We tend to make bundles per category; one for localization, one for achievement, many for items, many for maps. Let’s say we add a christmas special level? We package it in a bundle.