Hi all,
So we are using portions of the AssetBundleManager package in conjunction with asset bundle assigning of assets introduced with Unity 5’s asset bundle system. When issuing the API to build the bundles, the API takes one type of compression option to apply to all the bundles being built.
Is there a way to differentiate assets and have some of them end up in a compressed bundle, and others put into an uncompressed bundle?
I would be ok with issuing 2 bundle calls if only a portion of assets that I wish to be compressed were then bundled with that option, and the others bundled as uncompressed when that option is chosen. It is just not apparently obvious how to do this, or if this is even possible.
Thanks!
Mike