![]() TextAsset txt = bundle. WWW www = WWW.LoadFromCacheOrDownload (url, 1) Note: Loading scripts from asset bundles is not supported on Windows Store Apps and Windows Phone. 1 Check on the Scriptable Pipeline, maybe there are some answers for you there: 2 Try the Build Pipeline subforum, more people who does these things or at least try, are there. Monodevelop, Visual Studio) or any text editor using the mono/.net compilers. You can create your assemblies in any normal C# IDE (e.g. If you want to include code in your AssetBundles that can be executed in your application it needs to be pre-compiled into an assembly and loaded using the Mono Reflection class (Note: Reflection is not available on platforms that use AOT compilation, such as iOS). AssetBundles can express dependencies between each other for example, a Material in one AssetBundle can reference a Texture in another AssetBundle. I develop UABEA as more of a modding/research tool than an extracting tool. Originally based on (but not a fork of) UABE. one for webplayer: universal script based files extractor and reimporter. AssetBundles can contain scripts as TextAssets but as such they will not be actual executable code. An AssetBundle is an archive file that contains platform-specific non-code Assets (such as Models, Textures, Prefabs, Audio clips, and even entire Scenes) that Unity can load at run time. Cross-platform Asset Bundle/Serialized File reader and writer. Introductory tutorial on using the Unity Asset Bundle Extractor (UABE) to copy.
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