AssetBundleManager | An asset bundle manager for Unity | Plugin library

 by   SadPandaStudios C# Version: v1.1.1 License: Non-SPDX

kandi X-RAY | AssetBundleManager Summary

kandi X-RAY | AssetBundleManager Summary

AssetBundleManager is a C# library typically used in Plugin, Unity applications. AssetBundleManager has no bugs, it has no vulnerabilities and it has low support. However AssetBundleManager has a Non-SPDX License. You can download it from GitHub.

An asset bundle manager for Unity.
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            kandi-support Support

              AssetBundleManager has a low active ecosystem.
              It has 206 star(s) with 44 fork(s). There are 20 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 19 have been closed. On average issues are closed in 43 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of AssetBundleManager is v1.1.1

            kandi-Quality Quality

              AssetBundleManager has 0 bugs and 0 code smells.

            kandi-Security Security

              AssetBundleManager has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              AssetBundleManager code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              AssetBundleManager has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              AssetBundleManager releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are 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

            You can download it from GitHub.

            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/SadPandaStudios/AssetBundleManager.git

          • CLI

            gh repo clone SadPandaStudios/AssetBundleManager

          • sshUrl

            git@github.com:SadPandaStudios/AssetBundleManager.git

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