AssetBundleManager | An asset bundle manager for Unity | Plugin library
kandi X-RAY | AssetBundleManager Summary
kandi X-RAY | AssetBundleManager Summary
An asset bundle manager for Unity.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of AssetBundleManager
AssetBundleManager Key Features
AssetBundleManager Examples and Code Snippets
Community Discussions
Trending Discussions on AssetBundleManager
QUESTION
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 17:35QUESTION
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 07:13I 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);
QUESTION
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 00:43The 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:
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