Hi
I would like to know if there is a way for the web player to load (and import) 3D geometry from an URL, considering it was not packed into an AssetBundle. I was thinking on something like to download a string or binary sequence through WWW class (depending on the 3D format), and then [somehow] parse it into a mesh filter. Is it feasible?
It would be ok in my case to procedurally assign materials and attach other Components – i just need the ‘gray’ mesh with UVs inside the webplayer.
I think that’s the same to ask if the web player embeds a mesh importer on its own…
Thanks a lot!
The web player doesn’t have the general asset loading code that the editor has in order to keep the web player small so you can’t do the same things. In this case AssetBundles really are the only robust way to load models on the fly outside of reading text-based formats.
Thanks HiggyB! That one was quick!!
That leads me to another question that maybe would deserve a new thread, but…
Is it possible to create AssetBundles without the Unity Editor, just using a standalone app created with Unity? I know BuildPipeline.BuildAssetBundle is an editor class that is not available at the player side, but just wanted to check if there is a way - even if ‘hacky’.
If so, we could embed a plugin which would parse the outside file and procedurally generate a GameObject containing the mesh. It would suffice to generate the AssetBundle containing this single asset.
The reason for all these is that we need to include into a commercial project a feature which would bring autonomy for the client to extend himself the 3D models available for their users, offering an online 3D repository that would extend pre-loaded models. But for that, I suppose our client would also need Unity licenses…?
Help greatly appreciated, thanks again!!
You can call the editor from command line basically or more specifically, an editor script thats then executed.
But other than the editor, there is no way to create or process assets in any way, including asset bundles.