Hey everyone,
Just wanted to sanity-check an idea we’ve been throwing around. It came as a bit of a blow to us that you can’t include scenes in asset bundles, since we were counting on this to deliver level packs for our Android/iOS game. I’ve heard that the ability to do this will be included in Unity 3.4, but we can’t really count on that releasing before we launch.
As an alternative, we were thinking that we could create a prefab that includes all the unique elements of a scene and then include that prefab in an asset bundle with a name like “Pack2_Level3”. So, essentially, we would be creating a prefab with all the level objects as children, naming it uniquely, and then packing it into an asset bundle.
Then, on the other end, we have a basic level with common elements, and we can then call
AssetBundle.Load("Pack2_Level3")
to create unique levels without including scenes in asset bundles.
Does this seem reasonable? Has anyone used this method before? Are there any potential issues or limitations that I’m missing - ie memory on mobile devices, time required to load prefabs, prefab size? I feel that this idea is conceptually solid, but there might be some practical issue that I’m unaware of.