Hello ! I'm trying to create individual Asset Bundles for ~2000 assets (.sbsar files loaded with the Allegorithmic plugin in the Editor) as I want to load them individually when a user requests a skin from the server.
My problem is with the build time... For about ~1300 sbsars, it takes roughly 10-15 seconds to make a bundle, and there isn't enough fish in my local pond for me to catch to pass the time while the whole list gets processed. A bit of context:
- Every sbsar is properly loaded in the editor in the "Assets" folder
- I have a custom script that iterates through the list and builds Asset Bundles like so:
AssetBundleBuild[] entry = new AssetBundleBuild[1];
entry[0].assetBundleName = substances[path];
string[] assets = new string[1];
assets[0] = "Assets/" + substances[path] + ".sbsar";
entry[0].assetNames = assets;
BuildPipeline.BuildAssetBundles(path.Substring(0, path.LastIndexOf("\\")), entry, BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneWindows);
- problem seems to be from "Determinig Assets that need to be reimported for target platform" which is the same as the one specified in the Editor
Thoughts?
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