I have a project, that contains a good 400mb of textures so far, though this is likely to climb to double that. Even when made into an executable and compressed it results in a 150mb file. Its becoming an issue sending it online to the client as each minor change requires the whole thing to be uploaded/downloaded again.
I'm looking for ideas on how I can reduce the overhead of the assets, as frequently the updates are just made to code, so it seems pointless having to include all the textures each time. Unfortunately the project is a single scene or a single object that uses ALL of the 400mb texture assets, so its not like I can split it up to multiple scenes or the like.
I've considered using assetbundles, whilst that would probably work I can see it being very awkward for development as I assume in the editor each time I run the project to test it, the editor would have to import the assetbundle, taking up valuable time. Where as if the assets were kept lose in the project folder, Unity editor would only load them once?
I've also had a look at the Unity assetbundle/package format. Appears to be a simple zip wrapper around tar compressed files, with all the assets within in it. Though its tempting to think you could simply 'manage' these assets I doubt thats the case since everything seems to have the same generic names. So I couldn't for example delete all the texture assets from within it, send the file to the client and have them add the textures assets back in.
So anyone have any other ideas?
The main aim here is to send the client the textures once, and then be able to send future project updates without those assets, without increasing development time.
I guess if using assetbundles I could disable importing if running in the editor, but then assets wouldn't be loaded and would have to also be lose in the project folder, whic means removing them each time I make an update - I assume?
thx