Organizing assets

Hi, I have a large project with probably thousands of assets. I am not a coder and frankly have no interest in coding. However, my project has come to a standstill due to going over the 4 GB asset limit when I do a build.

After a few searches it looks as though I may have to group my assets using addressables.

So that in mind I have a couple of questions.

First, do I need to code to create addressable assets? or is simply a matter of grouping them? Every video I have started to watch on the subjects gets into coding pretty fast and I begin to fall asleep just as fast. Coding just doesn’t interest me.

Second, can you recommend an instruction tutorial that demonstrates the none coding way to getting my assets smaller than 4gb.

Thanks.

I just reference less than 4GB of assets per scene.

For example, I have enormous terrains and will end up with hundreds of them. Originally I had them all as individual prefabs which I referenced in a single scene and would just instantiate the correct one as needed, but the 4GB issue was well an issue. So I just turned each terrain into its own scene and additive load that scene instead of instantiating a prefab, getting around the 4GB limit per scene.

Or are you saying you have them all in a Resources folder?

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Thanks for the response, to be honest this part is a little complex for me to get my head around.

I have 36 2048x2048 tiles which were working great until recently and all of a sudden (probably after installing a couple more assets) I hit the 4.18gb and now the skybox is stripped which is indicative of the 4gb limit.

I wouldnt really know how to load all scenes/tiles (or even separate them into scenes) as I am not a coder at all and am trying not to have to learn any as it just boils my brain.

At present I am wondering whether just marking the assets as addressable would be enough?

My game/environment is a flying game so I pretty much need all tiles running at the same time. Which I was managing to get running at 50-60fps until my recent additions which caused the issue.

I thought I would dig a little and look into dividing my assets over scenes.

My first issue/hurdle is doing this in a way so that game objects reliant on another are in the same scene.

For example, Enviro Sky has the main character and camera settings so the sky is rendered to that camera.
The same for Vegetation Studio. ie. Vegetation is also rendered to a specific camera.

It seems I can really only separate static objects such as buildings (which will help) but I am wondering whether the interaction of opening doors (for example) would still work?

Also on duplicating the main scene could I delete objects in the main scene (1) that are not needed and can be added to Scene 2.

I suppose all this needs actual experimenting to find answers but any input at this point is helpful.

In an open world game environment it currently seems that most objects are reliant on something else and so need to bew in the same scene, which really negates this solution as:

Loading terrains in scene 1.
Veg is reliant on terrain so needs to be in scene 1.
Veg also requires a character so character needs to be in scene 1,
Cameras also need to be in scene 1,
Sky and lighting also needs to be integrated into scene 1.

I suppose it takes experimentation to discover what works with what and whether any interaction is possible beteen scenes which appears only to be object groups. Discovering the reliance seems key but may in my case boils down to 1 scene, (as is) or possibly 2-3.

But are they all loaded at playtime and therefore become integrated,m and to what degree.? mmmm

lots of questions here.

Ah, so it seems the scenes integrate as if they are one. I need further experimentation but it seems that having divided the scene into several smaller scenes that they all work as one.

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Yeah when you additively load several scenes you can access GameObjects and components from other scenes at runtime as if they are all in the same scene, and a single camera can render all of the objects. The biggest limitation IMO is you can’t assign inspector references between different scenes. You have to establish those references at runtime. I’d expect some frustration with baked lighting as well (though I don’t really know, because I’ve been working on a game for 3 years which only uses real time lighting).

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I actually just discovered this in my search to find a scene loader.
https://assetstore.unity.com/packages/tools/utilities/advanced-multi-scene-cross-scene-references-47200

Which allows cross scene referencing.

I did a little juggling to solve a couple of issues but am still searching for a suitable loader.

When I did a test build only the first scene loaded so began the search to find something that loaded all scenes (as one).

This SCEMA also looked promising but I cant figure out what it actually does/is used for… splash images sound good but not sure about how many scenes it can load and the developers foreign so not exactly sure he understands what I wasnt as he directed me to World Streamer.

https://assetstore.unity.com/packages/tools/utilities/scema-scene-manager-and-loader-154316