1 -
Down to which level is the “AssetBundle format replacement” mentioned here planned to be implemented? Or, down to which level will changes be made?
Will all AssetBundle builds and imports require to use this newly designed system in the future?
2 - Will ECS only be available via Addressables, or will the current AssetBundles have ECS support as well?
3 -
They mention here that it is possible to export Adressable data, but will any original assets (like prefab data) have to be exported along with own data?
Is it easily possible to export Adressables from, e.g. our Game B, then import them into our Game A? (edited) (edited)
@unity_bill We are going to start working on a new project, part of which includes loading 3D models dynamically using Unity assetbundles. This project (app) will be used by the client for at least for 5 years and every year we need to keep upgrading to latest software. My main concern here is if we load the models by creating assetbundles using Unity 2019 and in another year or 2 if you stop supporting assetbundles, what will happen when we try to upgrade to the latest Unity at that time. I fear whether we will have to rewrite things again at that time, which our client doesn’t want to do.
Currently is there any other option than using assetbundles to load 3D Models dynamically?
Please share your thoughts whether it’ll be OK for us to start using assetbundles when considering continuous Unity upgrade each year.