[SOLVED]Updating individual assetbundles

Hello,

I’m currently trying to convert our 4.6 game to 5.1 and I’m struggling with the asset bundles.

In our 4.6 project we were able to update a single asset bundle and it was fast.

But now in 5.1 every time we build an asset bundle a window “Determining assets that need to be reimported” appears, takes a while, and then another dialog appears that iterates over all audio files in the project, which are thousands.

And then it generates an assetbundle plus its manifest, but also the main assetbundle and manifest, with only that assetbundle in it, useless since I need one that covers them all.

I don’t want to update all 500+ assetbundles everytime I make a change to a single one, so how would I do that in an efficient manner?

Any help would be greatly appreciated.

Alex

I have the same problem, I have a bunch of car models each it’s own asset bundle, and I cannot find Unity API to just export a single asset bundle if I have just changed one car.

I have found that in 5.2 this problem has disappeared. There were new problems though, but at least this one was solved.

Unfortunately, the problem is back with 5.2.1 :frowning:

Every time I build an assetbundle, all audio files are processed, causing the build to take ages.

Anyone an idea what the cause could be?

In the meantime I found why this was happening: In the new asset bundle system you need to specify for which platform you’re building and then, before it builds the assetbundle, all audio files are processed, even if they aren’t needed. Except when the active build target is the same, then of course this isn’t needed anymore.
So taking care that EditorUserBuildSettings.activeBuildTarget is the same as the buildtarget you specify when building asset bundles avoids this issue.