Hey,
just trying to start with Asset Manager. I have collected many assets from asset packs and thought, that organizing these via the asset manager would be a great idea - Find objects from different packs by name; download only what I need to my local project; have an organized database to search. In concept: Great.
But in practice, I hit multiple road-blocks. First was storage size. All the assets combined (including demo-scenes, docu, etc.) are just below 5 GB of size (low-poly style 3D-assets) - so easily below the 10 GB free space - but, uploading only the prefabs quickly consumes the storage much quicker then expected. I assume, that many materials, textures, etc. would be duplicated when uploading using the “embedded” mode (which would work best form me).
But fine, then uploading everything seperatly would be a valid option. I can just “filter” for prefabs when browsing the collection, I guess. But here was the next roadblock: The suggested upload-limit of 100 assets at a time. Even for “prefabs” only, this would be a painful limit. For “all assets seperatly”, this would be simply impossible - we are talking about ~125000 seperate files.
Is there any suggestions for my case? Or do I simply try to use the Asset-Manager for something that it is not designed to do.
Can I for example bulk-upload “all” my assets (~5 GB) via the web-interface instead of hitting Unity-editor scaling issues. Do the assets need to be prepared before? I ordered the assets into neat folders for each package - will this sorting persist? I think, I could need some guidance on how to archive this-all tutorials I found are simply working with much smaller file-counts and my issues only arise on this scales.
Thanks for ideas 
Hi @Skully777 ,
The team is aware of, and actively working on, a couple of issues around uploading a large amount of assets at once.
You should see some improvements around Queuing and better handling of Rate Limiting within the Asset Manager Editor Plugin (version 1.8.0), there’s still more work to be done for the ideal experience (both on the Editor Plugin - and the Backend Services).
I’ll list out a few recommendations - and we can provide additional support, if needed, on what might work best for you – I’d highly recommend option #4 for this:
- Wait for the Next Version:
In the upcoming version of the Asset Manager Editor Plugin (1.9.0) we are providing a Public API for the Upload flow, which should provide you with some ability to script/control your own upload behaviour.
- Scripted Flow - In Editor:
More complex, depending on your comfort level, could be to use the Asset Manager SDK directly: Redirecting to latest version of com.unity.cloud.assets
This SDK is used by the Editor Plugin for how it communicates with the Asset Manager backend. So you’d have full control.
- Scripted Flow - Outside of the Editor (Python):
Much like Option 2, we have built a Python SDK Unity Cloud Python SDK • Unity Cloud • Unity Docs which you could use to build an Upload flow.
- Command Line Interface Tool:
We have a purpose built CLI Tool specifically for the purpose of uploading large projects: Samples • Unity Cloud • Unity Docs
The CLI Tool is built using the Python SDK from #3 and was originally intended for use with Unity Projects that were using versions older than the Asset Manager Editor Plugin supported.
So the purpose covers pretty much what you’re trying to do.
I believe for this specific case, you’d be best served by taking advantage of the CLI tool (Option #4).
I ordered the assets into neat folders for each package - will this sorting persist?
The CLI Tool has also built-in to support. You should be able to replicate your folder structure into Collections in the Asset Manager.
I recognize that none of these suggestions are ideal - as they all require varying degrees of work on your end - but hopefully one of them unblocks you.
If you require anymore support, please let us know.
Hi Skully - are these assets you’ve purchased from Asset Store by any chance? Because if so we have a direct integration with Asset Store that will unpack your asset packs, itemise them and add all the dependencies. Unpacking from Asset Store also doesn’t count against your storage.
Thanks for the quick response. The next editor plugin version (1.9.0) sound exciting, looking forward to this - is there an ETA for this version?
I am quite comfortable with trying script-based approaches and will check out the CLI tool next. Maybe, someone can enlighten me about a specific question I found while using the asset manager.
When uploading from a Unity project, the assets are placed in a cloud-project connected to this Unity project, right? But I assume, the main use for the asset manager is to then get the assets into another project. So do the assets “belong” to any “cloud”-project (is this for managing access levels) or is there “one big collection” of all “my” uploaded assets and every project (connected to the asset manager) can grab from it? I think the essence of the question is: Do cloud assets belong to me as a user (I assume that at least storage space is measured by user) or to my project? And for the later: Why? Only for organization?
I arived at this question because I’d like to know, if it would be possible to “upload” assets without a Unity project they originate from (like, just the raw files Unity could interprete) and still “use” this assets in Unity projects.
And for the information about store-assets: That is nice to know and realy helpful. It does not fully solve my problem, since some of the assets are connected to my asset store account but not all are (some came from humble-bundles and other sources). For this case: Is there something to pay special attention to when using both “store assets” and “self uploaded assets” in one project in terms of organization? Can I for example re-organize, tag or somehow adjust the “store assets” to fit my custom uploads?
Thanks 
Hi @Skully777
Do cloud assets belong to me as a user (I assume that at least storage space is measured by user) or to my project? And for the later: Why? Only for organization?
for this question - the key piece of information you need here is around the project definition. In Unity Editor you have the project you are working in. All the assets there are typically stored either locally or in your VCS (GIT, UVCS etc.). When you want to user Asset Manager you then set up a Cloud Project, which in turn can have Asset Manager enabled on it.
Asset Manager allows for a many to many relationship between Cloud projects and local Editor projects. So you can have your editor project, with a Cloud equivalent, and have that cloud project enable Asset Manager. You can then upload our download assets to that Asset Manager cloud project from the Editor project linked to it or any other Editor project. And you can pull projects from any Cloud AM project into any local Editor project.
Its only when the asset is created on Asset Manager , in our AM enabled cloud projects, does AM know it exists. From that point on you can also ‘‘LInk’’ or Move the asset to our AM cloud projects. If you link it it it basically creates an instance of the Asset in other Cloud Projects.
You always own the asset, but in the cloud we use the Project containers to govern access to the assets. I.e. if you upload an asset to AM project A then only people who have been explicitly given a role (e.g. Project Contributor ) in that AM Cloud project will be able to see and edit the asset in the cloud, or view it in their Editor project using our AM plugin. Does that make sense?