I have a game with lots of assets, such as data files, images, etc. My understanding is that Unity is optimized to know about all resources at build time. i.e. binding those assets to Scene GameObjects or prefabs. And for performance reasons, dynamically loading files from the /Resources folder is discouraged. My question is how can I set up a “content pipeline” for converting my asset files stored outside of Unity into a format that Unity expects. With the XNA toolset you can create a separate project and “build” the content into a bundle. Is there way to achieve similar results in Unity? Or is the best I can do creating an external tool, and simply copying files into my Unity/Textures or Unity/DataFiles folder and generate the Unity metadata files myself? If there isn’t an off-the-shelf solution, do you have any experiences or recommendations with solving this problem?
- Steel ministry identifies 4 slurry pipeline projects worth Rs 8k cr for implementation by FY25
- Steel ministry identifies 4 slurry pipeline projects worth Rs 8,000 crore for implementation by FY25
- Building up a neighborhood, one shop at a time : Hong Joo-seok’s brand Urbanplay helps create community in Seoul
- Fight between parents creates cracks in children’s psychological well being: HC
- Lawsuit filed to stop Idaho-Wyoming natural gas pipeline
- Guest Commentary: Our documentary, “Divided We Fall,” will show Americans choosing unity
- Unity is key to ensure ASEAN’s central role: Deputy PM
- 2 tribal leaders resign from task force to protest pipeline
- Israel's unity government walks a tightrope on COVID-19
- NNPC to extend AKK pipeline to Algeria
Creating a content pipeline for a Unity have 272 words, post on gamedev.stackexchange.com at March 16, 2014. This is cached page on GameMaz. If you want remove this page, please contact us.