Public static T GetSubAssets(UnityEngine.Object allAssets) where T : classįor (int i = 0 i < allAssets. To extract the sprite from the returned array use a helper function, e.g … public static T GetSubAsset(UnityEngine.Object allAssets) where T : class LoadAssetWithSubAssets just loads the single asset you’ve requested (and any embedded sub assets). Note, to be clear AssetBundle.LoadAllAssets() is different and probably not what you want, that loads all assets in the bundle into memory. If you see some of these assets duplicated in different bundles, then you’re wasting space. Within Advanced Data Preload Table, you’ll be able to see which subassets you’re including in this bundle. After you add the Unity asset bundles, you can click on them to inspect its contents. Sprites are considered sub assets of the main asset (png, jpg etc), Unity encodes the details in the meta file - it does this for all assets that arrive in native format. Left hand pane showing a list of all bundles in the project. Unity Addressables: Asset Bundles Location. Same applies when using Resources - the method there is called LoadAllAssetsAtPath. I had the same issue, the solution is to use LoadAssetWithSubAssets or the async version. Waking this up with an actual answer (and Ignoring the slightly patronising one above.)
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