I’ve lost a full day here and looking for some help.
Our game has a large number of fbx files that contain animation.
I am successfully creating asset bundles of these FBX files. At runtime, I can download the neatly packaged Asset Bundle from our server.
I am extracting the Bundle like this:
AssetBundle asset = asset_download.assetBundle;
I have tried:
asset.LoadAllAssets()
asset.LoadAsset(asset_path)
But I am lost as to what is being extracted and to where.
For convenience sake, all of our FBX files are in /Resources/anim/asset_name/…
Although that seems to not be correct if we’re using asset bundles.
I had expected that on asset.LoadAllAssets(), those FBX files would simply appear back in their respective /Resources/ path and become accessible to anything that needs them.
It seems as though the only way I can do anything with the assets that have been bundled is:
Instantiate(asset.LoadAsset(asset_name));
Which puts a clone of the packaged object in the current scene and not at all what I need.
Any idea how to put resources back into some sort of persistent “project” location so that those animation files can be used as if they had been packaged with the build?