Hello! This question is already half-answered as I ask it, so I hope that this will become a resource for others to use after we’re all done here today! I’m needing to package an OBB with my APK file (it’s still hovering at 80MB even after intense asset crunching). I’m starting to feel comfortable with the ideas of packaging and using an OBB with Unity 3 (the version we’re using), and having been drawing heavily upon these forums:
http://forum.unity3d.com/threads/135224-More-Google-OBB-drama
http://forum.unity3d.com/threads/150095-Split-APK-amp-Google-Play-OBB-Downloader-Question
http://forum.unity3d.com/threads/150806-How-to-create-an-OBB-data
At this point, I:
- Have the Google Play OBB Downloader from the Asset Store and have merged the Android Manifest file with my pre-existing one.
- Know that I need to create OBB from a series of Asset Bundles.
- Know that I need a Loader Scene which calls GooglePlayDownloader.FetchOBB() and then loads my first scene
So my questions are: How should I organize the asset bundles? Is there a way for me to simply package everything so my current structure of accessing levels through the Resources folder doesn’t need to be changed? Can I just package textures and sounds into an asset bundle and will it re-associate with the prefabs correctly at runtime after unpacking?
How do I exclude the assets that I’ve packaged into an Asset Bundle from the initial APK file?
How does updating the application work? Do we re-upload a new APK and OBB on each update?
Thanks a million guys. I hope that these questions get answered and that the result is useful for more than just me!