I am currently maintaining an old project which I would very much like to keep the old code and avoid refactoring of the old code if it's possible. To upload it to google play store, I have used play asset delivery PAD system which is requiring asset bundle system.
I am able to successfully loading asset bundles in an asynchronous way with coroutines following the tutorials.
My question is that; is it possible to access bundled assets without changing original way of accessing such as
UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/Prefabs/Game/Tiles/Tile.prefab", typeof(Tile)) as Tile;
instead of implementing the following code?
var assets = AssetDatabase.FindAssets("t:Sprite",
new[] {"Assets/Images"});
foreach (var guid in assets)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
Sprite loadedSprite = null;
if (imageDictionary.TryGetValue(assetPath, out loadedSprite)
== false)
{
loadedSprite = AssetDatabase.LoadAssetAtPath<Sprite>(
assetPath);
if (loadedSprite != null)
{
imageDictionary.Add(assetPath, loadedSprite);
AddImageToList(assetPath, loadedSprite);
}
}
}
I am currently using 2 asset bundles consists of texture and spine animation folders.I have created 2 asset bundles which are texture folder (110 MB) and spine animation bundle (23 MB) and base asset. When I created the aab file, file size increased to 370 MB. (I know that I need to split my bundles to match play store requirement of 150 MB for base assets but this is a different issue.)
And also, my educated guess is that, unity is not only adding asset bundles but also adding assets in old fashioned way which is an issue might relate to this question.
I was also facing the same problem. The initially built AAB file exceeded 150MB and could not be uploaded to the store. But I found a way to upload.
order
Put the build scene in "File - BuildSetting - Scene In Build".
Check "Build App Bundle" in "File - BuildSetting".
Close BuildSetting and click "Google - Build Android App Bundle" Build. (In this process, I did not create an AssetBundle. I used the original program as it was)
Ignore the large size alarm in the middle of the build.
When the build is completed, the size will be larger than 150MB. Don't worry about the size of the build file and upload it to the Google console.
"Google - Build Android App Bundle" The file built with this goes up. I hope the problem is resolved.