Disappointed with Unity's assetbundles

We were using bundles for our game to use some sprites resolution.
We spent a lot of time!
We disappointed.

Bundles take a lot of space on hdd. (for sd it equals ~300 mb, for hd it equals ~500mb!
It’s so much, playes’ll be unhappy).

Still need to make a game with multiresolution sprites.

Any alternativa?

Could you explain what your actual issue is and what you have tried out?

We have a game.
We have to run it on cool devices and poor devices as well.
Because we need to have two variants (HD and SD).

We have a lot of ui prefabs to show some ui stuff (panel, modals and etc).

To choose any variants I need to pack them to bundles and all nesesery sprites.

It works cool, it chooses a needed variant, but the app took a lot of space on hdd. It’s so sad.

Why?

P.S.:
The game size’s ~78mb

Could you share some sizes? What size do the asset bundles take and what is in there?
Did you make sure that your sprites are not in a resource folder?

I saw a lot of thread like mine, but I found no explain.

I got just: As many as should (but It’s so much).

I’m pretty sure, my sprites’re not in a res folder.

But some prefabs’re in.

Will be it fine, if I remove them from res folder?

All resources’re ~68mb, but all bundles’re 78mb (compressed).

Uncompressed bundles (in cache):
(for sd it equals ~300 mb, for hd it equals ~500mb!)

Important: I don’t know whether you are using some kind of version control, but make sure to have a backup before you make the changes!

Try to move the to a different folder. It is not unlikely that the textures end up in the resources and the asset bundles.

What makes you believe that without asset bundles it would require less space?

Witout bundles, the game takes just 73mb, but with it takes a lot more (blame cool cache).

Well, I moved all prefabs for bundles to another folder (it called “Stuff”, no “Resource”), it didn’t help, the game cache’s still so huge ~300mb for sd, it’s inadmissible for any mobile game. Thanks, Unity!

Thank you, Dantus for trying, but it doesn’t work :frowning:

Moving the prefabs out of the resources would only help to reduce the actual build size if you have duplicated textures among the asset bundles and the resources.

Okay, The app size’s 41mb now, but bundles cache’s still huge, any suggestion?

Do we pay to remove unity logo?

What is the actual size of the texture atlas you are using?

Yes, you need Unity Pro for that.

Dunno, but all assets in “Assets” folder’re ~64mb, cos apk’s small, it’s ~41mb.

I’ve a pro version for bundles. :slight_smile:

I meant, when my game download bundles on device, all bundles take a lot of space on disk, but the same game without it takes just 78 mb, cos I’m disappointed :slight_smile:

I found a so old thread like mine :slight_smile:

Unity, pls, warn all developers!

Don’t use bundles for mobile platform!

P.S.: ahaha, it’s cool Unity team, cool!

http://forum.unity3d.com/threads/disappointed-with-asset-bundles.152582/

Sorry, I am not interested in helping you any further. I prefer productive discussions and you are mostly complaining instead of answering the actual questions. There is simply too much noise for me to continue. I don’t care what happened in 2012, especially because there was no answer and a lot has changed in three years.

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Okay, I’m sorry, I’ll make an example project.