Building Asset Bundles - Very Sow. One weird trick that could help

Hello,

In unity 5.6, I’m using the script to build my asset bundles. Correct me if I understand things correctly.
If I delete a single asset bundle, it will be re-built, and the rest appear to not be rebuilt. Is this correct? As I type, I’m rebuilding an asset bundle that is only around 40MB in size. So how come it’s taking a full 30 minutes to do this?

Is there any way to speed up the process? Here’s how I wish AssetBundles would work:

GameObject obj = bundle.LoadAsset(assetPath);

When you call Load asset, unity will first attempt to load the asset from the source folder for the bundle.
If the folder doesn’t exist, then it will load the asset from the real Asset bundle. A Boolean to the method could be added to turn on this behavior. This would allow developers to add new content to the bundle whenever they wanted to, and it would be immediately available. Developers could then build the real bundles, at their convenience, like before setting sail in search of undiscovered continents.

If there was a way to load assets from outside of the Resources folder, then I could of course code my own method that does this. I’m trying to empty out my Resources folder!

Actually, I think I may have been mistaken about Unity only rebuilding AssetBundles that are first deleted. My build completed and it looks like the DateModified time was updated for all of the bundles. As far as I know, there isn’t a way to specify that only certain asset bundles get build. If there is, let me know because this would of course help speed up the process. Currently I’m calling:

     BuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSXUniversal);