AssetBundleManager | manage AssetBundles | Game Engine library

 by   Mr-sB C# Version: Current License: MIT

kandi X-RAY | AssetBundleManager Summary

kandi X-RAY | AssetBundleManager Summary

AssetBundleManager is a C# library typically used in Gaming, Game Engine, Unity applications. AssetBundleManager has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

AssetBundleManager can help you manage AssetBundles, such as synchronous loading, asynchronous loading, unloading and other features. And provide some convenient editor tools to build AssetBundles.
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              AssetBundleManager has a low active ecosystem.
              It has 11 star(s) with 3 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              AssetBundleManager has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of AssetBundleManager is current.

            kandi-Quality Quality

              AssetBundleManager has no bugs reported.

            kandi-Security Security

              AssetBundleManager has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              AssetBundleManager is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              AssetBundleManager releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.

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            AssetBundleManager Key Features

            No Key Features are available at this moment for AssetBundleManager.

            AssetBundleManager Examples and Code Snippets

            No Code Snippets are available at this moment for AssetBundleManager.

            Community Discussions

            QUESTION

            Valid AssetBundle Throws Null Reference Exception (NRE) With Any API Call
            Asked 2019-Sep-06 at 17:35

            This question is not about what a null reference is, this question is about why a valid AssetBundle is throwing an NRE in an API I cannot step through

            I have been converting my project from using the Resource folder to AssetBundles. I have tagged my scriptable objects in the "scriptableobjects" asset bundle, and I've loaded and stored that bundle in the "Assets/AssetBundles" folder.

            Here the code where I build my assets:

            ...

            ANSWER

            Answered 2019-Sep-06 at 17:35

            QUESTION

            How To Dynamically Add a 3D Model to a Ground Plane
            Asked 2018-Apr-30 at 07:13

            I was using Unity's Ground Plane feature to place a 3d animated model. However I am now downloading this 3d model using AssetBundle feature and need to place it under on the Ground Plane Stage using a script.

            However it doesn't display, when I deploy it onto an android device...

            I am using a Xiaomi Redmi 3s which has support for GroundPlane detection.

            I have added the script to download the asset bundle onto the Plane Finder

            AssetbundleDownloadingScript:

            ...

            ANSWER

            Answered 2018-Apr-30 at 07:13

            I noticed in your AssetbundleDownloadingScript you are creating a GameObject santaasset, however you are never assigning the object to a new or an existing GameObject, or even Instantiating it. You are instead assigning the Asset that you are loading from your bundle. However that asset is also never assigned, since it was just loaded into memory, so that Unity could recognize it. This is what you are experiencing, and this is why you see the object in game, but its not active, even tough its not disabled.

            To fix this issue, you must assign your GameObject or Instantiate it like so:
            GameObject santaasset = Instantiate(bundle.LoadAsset("animation_keyframes_increase_v1", typeof(GameObject)) as GameObject);

            Source https://stackoverflow.com/questions/50035166

            QUESTION

            Meteor heroku Error parsing asset manifest
            Asked 2017-Sep-23 at 19:00

            I have checked this and this, and every possible article out there. Even checked Meteor Guide and getting crazy very soon because of this problem!

            Problem: The problem is getting Hot Code Push (HCP) to work on device once pushed to ROOT_URL mentioned below.

            Environment:

            ...

            ANSWER

            Answered 2017-Sep-02 at 00:43

            The Meteor build remembers the last setting when you were running locally, which is technically a bug, but never been resolved as there is a workaround.

            In order to build an APK, you need to make sure your build area is fresh, this script does that:

            Source https://stackoverflow.com/questions/45978833

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install AssetBundleManager

            Click "Tools/AssetBundleManager" menu item to open AssetBundleManager setting window.
            Click "Setup AssetBundleManager" button to create a setting asset, then you can edit Build and Load options.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/Mr-sB/AssetBundleManager.git

          • CLI

            gh repo clone Mr-sB/AssetBundleManager

          • sshUrl

            git@github.com:Mr-sB/AssetBundleManager.git

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