Hi,
i´m about optimizing my current project, so i´m testing the workflow with loading the assets by assetbundles.
I´ve got a project like the available “AssetBundles”-resource in which i have to click on a GUIButton to stream in the asset. All the assets are own unity3d-files. After all when i build the project with the “Web Player Streamed”-build-setting, i´m wondering why the generated file isn´t just a few MB. It´s the accumulated MB-size of all of my assets…
I thought the buildsetting “web player streamed” generates only the scene without assets…
If you enable the “web player streamed” option, the player file is structured so as to allow the scenes to be transferred separately as needed. Thus, the file isn’t any smaller than a standard web player. However, you can remove assets from the main project and build them into asset bundles. These bundles can be retrieved at any time using the WWW class.
So the only way is to delete it from the project-view and stream it into my project?? Sorry, i don´t understand what you mean with “remove assets from the main project”.
My way is to create my prefabs and when finished, i´m building the prefered prefabs as unity3d-files. The code is to stream the unity3d-files via the www-class into my scene. I thought by building the whole application and selecting the web player stream, the scene-size is without the unity3d-assets which i´m using only on runtime.
if you build a webplayer or anything in general, all thats used in your project is beeing included.
If you don’t want to use something directly but through streaming, then don’t reference it in the project but instead export it as asset bundle. The asset bundle example in the resources contains a few scripts that help there.
These asset bundles then would be streamed in and placed through a script so all thats assigned in the scenes you include in the build is the script and the url to load, no actual data from the bundles.
My mistake.
I´ve opend already the “AssetBundles”-project before i asked this question. I´ve tested the loading progress with own objects which i´ve imported from an other project, where they stored at a “Resource”-folder
Although i streamed my objects from own .unity3d-files, the complete “Resource”-folder will be exported-> therefore i wondered why the filesize of my inital-app is too large. After renaming the folder, it works perfectly.