Unity Asset Bundle 1 May 2019 Review: What's New and What's Improved
Unity Asset Bundle 1 May 2019: What You Need to Know
If you are a game developer or a content creator who uses Unity, you might have heard of Unity Asset Bundle. An AssetBundle is a collection of assets and/or scenes that can be created, loaded, and unloaded at runtime. Using AssetBundles, you can reduce your initial download size, optimize your memory usage, update your content dynamically, and deliver your assets faster and more efficiently.
Unity Asset Bundle 1 May 2019
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In this article, we will cover everything you need to know about Unity Asset Bundle 1 May 2019, which is the latest release of AssetBundles for Unity. We will explain what is new in this release, how to get it, how to use it, and some tips and tricks to make the most out of it. By the end of this article, you will be able to create, build, load, and manage your AssetBundles with ease and confidence.
AssetBundle Workflow
The basic workflow of using AssetBundles consists of three steps: assigning assets to AssetBundles, building AssetBundles, and loading AssetBundles and assets. Let's go through each step in detail.
Assigning assets to AssetBundles and variants
The first step is to assign your assets to AssetBundles and variants. A variant is a special type of AssetBundle that allows you to have different versions of the same asset, such as different resolutions, languages, or platforms. You can assign your assets to AssetBundles and variants in two ways: using the Inspector window or using scripts.
To assign your assets to AssetBundles and variants using the Inspector window, you need to select your assets in the Project window, and then use the AssetBundle dropdown menu in the Inspector window to choose or create an AssetBundle name and a variant name. You can also drag and drop your assets to the AssetBundle names in the Project window.
To assign your assets to AssetBundles and variants using scripts, you need to use the AssetImporter.SetAssetBundleNameAndVariant API, which takes an asset path, an AssetBundle name, and a variant name as parameters. You can also use the AssetDatabase.GetAllAssetBundleNames and AssetDatabase.GetAssetPathsFromAssetBundle APIs to get the list of all AssetBundle names and asset paths from an AssetBundle, respectively.
Building AssetBundles with different options and compression methods
The second step is to build your AssetBundles with different options and compression methods. Building AssetBundles means creating binary files that contain your assets and metadata, such as dependencies, hashes, and manifest. You can build your AssetBundles in two ways: using the BuildPipeline.BuildAssetBundles API or using the AssetBundle Browser.
To build your AssetBundles using the BuildPipeline.BuildAssetBundles API, you need to specify an output path, a target platform, and a set of build options and compression methods. The build options allow you to control various aspects of the building process, such as whether to append or overwrite existing files, whether to force rebuild or use cached files, whether to include type information or not, and whether to ignore type tree changes or not. The compression methods allow you to choose between different algorithms, such as LZMA, LZ4, or Uncompressed, depending on your needs and preferences. For more details on the build options and compression methods, see the documentation on BuildPipeline.BuildAssetBundles.
To build your AssetBundles using the AssetBundle Browser, you need to open the AssetBundle Browser window from Window > Asset Management > AssetBundle Browser. The AssetBundle Browser is a graphical interface that allows you to manage and debug your AssetBundles. You can use it to assign assets to AssetBundles, build AssetBundles, inspect AssetBundles, view dependencies, load assets from AssetBundles, and more. For more details on how to use the AssetBundle Browser, see the documentation on AssetBundle Browser.
Loading AssetBundles and assets from local or remote storage
The third step is to load your AssetBundles and assets from local or remote storage. Loading AssetBundles means loading the binary files into memory, so that you can access the assets inside them. You can load your AssetBundles in two ways: using the WWW or UnityWebRequest APIs or using the AssetBundle.LoadFromFile or AssetBundle.LoadFromMemory APIs.
To load your AssetBundles
using the WWW or UnityWebRequest APIs, you need to specify a URL that points to your Bundles, view their contents, sizes, hashes, and dependencies, and load assets from them. You can also use the AssetBundle Browser to compare different versions of your AssetBundles and see the changes and differences between them.
The AssetBundle Browser is a very useful tool for managing and debugging your AssetBundles. You can use it to check for errors, warnings, and conflicts in your AssetBundles, such as missing references, duplicate assets, or incompatible platforms. You can also use it to test your AssetBundles in the editor or in a standalone player, and see how they perform and behave in different scenarios. For more details on how to use the AssetBundle Browser, see the documentation on AssetBundle Browser.
How to use AssetBundle Graph Tool to automate AssetBundle creation and deployment
If you want to automate your AssetBundle creation and deployment process, you can use the AssetBundle Graph Tool. The AssetBundle Graph Tool is a visual scripting tool that allows you to create and execute custom workflows for your AssetBundles. You can use it to assign assets to AssetBundles, build AssetBundles, upload AssetBundles to a server, download AssetBundles from a server, and more.
The AssetBundle Graph Tool has a node-based interface that allows you to create and connect different nodes that represent different actions or operations on your AssetBundles. You can use predefined nodes, such as Load Assets, Filter Assets, Group Assets, Build AssetBundles, Upload AssetBundles, Download AssetBundles, etc., or you can create your own custom nodes using C# scripts. You can also use variables, expressions, conditions, loops, and events to control the flow and logic of your workflow.
The AssetBundle Graph Tool is a very powerful tool for automating your AssetBundle creation and deployment process. You can use it to save time and effort, avoid human errors, and customize your workflow according to your needs and preferences. You can also use it to integrate with other tools and systems, such as version control, continuous integration, or cloud services. For more details on how to use the AssetBundle Graph Tool, see the documentation on AssetBundle Graph Tool.
How to use Addressable Assets System to simplify AssetBundle usage and optimization
If you want to simplify your AssetBundle usage and optimization process, you can use the Addressable Assets System. The Addressable Assets System is a high-level abstraction layer that allows you to manage your assets without worrying about the details of AssetBundles. You can use it to assign assets to groups, assign groups to labels, set load modes and build settings for groups, load assets by address or label, and more.
The Addressable Assets System has a simple interface that allows you to manage your assets using the Addressables window or scripts. You can use the Addressables window to assign assets to groups, assign groups to labels, set load modes and build settings for groups, build groups into Addressable Asset Bundles, etc. You can also use scripts to load assets by address or label using the Addressables.LoadAssetAsync or Addressables.LoadAssetsAsync APIs. You can also use callbacks, coroutines, or async/await methods to handle the loading process and check for errors.
The Addressable Assets System is a very convenient tool for simplifying your Addressable Asset Bundle usage and optimization process. You can use it to reduce your code complexity, improve your asset management, optimize your memory usage and performance, update your content dynamically, and deliver your assets faster and more efficiently. For more details on how to use the Addressable Assets System, see the documentation on Addressable Assets System.
ConclusionConclusion
In this article, we have covered everything you need to know about Unity Asset Bundle 1 May 2019, which is the latest release of AssetBundles for Unity. We have explained what is new in this release, how to get it, how to use it, and some tips and tricks to make the most out of it.
Using AssetBundles, you can reduce your initial download size, optimize your memory usage, update your content dynamically, and deliver your assets faster and more efficiently. You can also use various tools and techniques, such as AssetBundle Browser, AssetBundle Graph Tool, and Addressable Assets System, to manage and debug your AssetBundles, automate your AssetBundle creation and deployment, and simplify your AssetBundle usage and optimization.
If you are interested in using Unity Asset Bundle 1 May 2019, you can download it from the official Unity website, or from the Unity Asset Store. You can also find more resources and tutorials on using Unity Asset Bundle 1 May 2019 on the official Unity website, the Unity Learn platform, the Unity Forums, and the Unity YouTube channel.
We hope you have enjoyed this article and learned something new and useful. If you have any questions or feedback, please feel free to leave a comment below. Thank you for reading and happy coding!
FAQs
Q: What are the system requirements for using Unity Asset Bundle 1 May 2019?
A: You need Unity 2019.3 or later to use Unity Asset Bundle 1 May 2019. You also need a compatible platform and device to run your application that uses AssetBundles.
Q: How can I update my existing AssetBundles to use Unity Asset Bundle 1 May 2019?
A: You can use the BuildPipeline.BuildAssetBundles API with the BuildAssetBundleOptions.ForceRebuildAssetBundle option to rebuild your existing AssetBundles with the latest version of Unity. Alternatively, you can use the AssetBundle Browser or the AssetBundle Graph Tool to rebuild your AssetBundles with a graphical interface.
Q: How can I reduce the size of my AssetBundles?
A: You can use different compression methods, such as LZMA, LZ4, or Uncompressed, depending on your needs and preferences. You can also use asset stripping, asset variants, asset dependencies, and asset deduplication techniques to optimize your AssetBundles and reduce redundancy. For more details, see the documentation on Preparing Assets for AssetBundles.
Q: How can I improve the performance of my application that uses AssetBundles?
A: You can use caching, streaming, asynchronous loading, and incremental loading techniques to improve the loading speed and memory usage of your application that uses AssetBundles. You can also use profiling tools, such as Unity Profiler or Memory Profiler, to analyze and optimize your application's performance. For more details, see the documentation on Loading Assets from AssetBundles.
Q: Where can I find more resources and tutorials on using Unity Asset Bundle 1 May 2019?
A: You can find more resources and tutorials on using Unity Asset Bundle 1 May 2019 on the official Unity website, the Unity Learn platform, the Unity Forums, and the Unity YouTube channel.
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