- Unity assets bundle extractor mesh how to#
- Unity assets bundle extractor mesh pro#
- Unity assets bundle extractor mesh download#
- Unity assets bundle extractor mesh windows#
I am probably missing something really simple, but so far I am a bit baffled. Our game is going to be released in iOS, it is about 200MB so far and we need to adhere to the rule of under 50MB, which is why I am tinkering about with Asset Bundles. unit圓d file, thinking that, perhaps, this was the way to get the model - run an extract on the resource.assets file. I then tried to 'unbundle' so I could examine the resource.assets file within the.
Unity assets bundle extractor mesh how to#
I have managed to get them both into an asset bundle, I just can't seem to figure out how to choose which asset to extract out. I loaded it up in disunity and extracted, but a mesh didn't extract. I'm stuck now at the next part, which is trying to combine both of these into a single asset bundle and then be able to get them back out. So I kind of understand what is going on so far. I can extract both ok, even from our server. I have managed to create 2 asset bundles so far, one of a cube (like in the tutorial) and another of a mesh from our game. So far I have been looking through the examples, mostly I have been following this. My goal is to pack almost all the game's media into one big Asset Bundle, just one. My apologies for not catching the first time I looked at the project.I am certain this is possible but just not sure what I am doing yet.
When doing so, we end up with a shared texture between the two bundles which in turn results in the custom material correctly being assigned to the text object since in this case the atlas texture is the same as the one referenced by the font asset. The solution is to assign the BRUSHSCI SDF font asset to the font materials bundle and rebuilding the bundles. As a result, we end up with the BRUSHSCI SDF font asset (the atlas texture) being auto included but since it is pulled in automatically, it is distinct from the atlas texture used by the font asset BRUSHSCI SDF also auto included in the ui elements bundle.
The BRUSHSCI SDF font asset was never assigned to font materials bundle. So what detail was overlooked when creating the bundles? Since TMP tries to ensure that the atlas texture of any assigned material matches the atlas texture of the assigned font asset (which in this case do not match), TMP reverts to using the default material of the font asset to make sure the text renders correctly. In theory, everything should work as expected however, due to an oversight when the bundles were created (a difficult / easily overlooked detail) the bundles end up with two different instances of the atlas texture used by the font asset and the custom material. The 2nd bundle includes a prefab text object which references the BRUSHSCI font asset. The "font materials" which includes the BRUSHSCI SDF custom material and the auto included BRUSHSCI SDF font asset. In the provided project, there are two bundles.
Unity assets bundle extractor mesh pro#
Why is TextMesh Pro reverting / using the default material of the font asset instead of using the custom material when the bundle is loaded? I had a chance to take a second look at this case and was able to identify the cause of the behavior which as it turns out is not a bug. Reproduced on Package version 1.1.4 and 1.7.0Ĭould not reproduce on Unity 2018.1.9f2 because TMPro becomes corrupted To see it working, select the "Main" object in the Hierarchy then check the "Is Workaround Active" box, and enter Play mode again. Workaround: Assing the Material manually.
Unity assets bundle extractor mesh windows#
This issue appears both on Windows and OSX Observe that the Default Material is loaded instead of the Custom Material
Unity assets bundle extractor mesh download#
Download attached project "text mesh bundle test.zip" and open in UnityĦ. If an Asset Bundle containing TMPro components references a Material that exists as a dependency in some other Asset Bundle, the component fails to reference it even though both Bundles are loaded, falling back to the Default Materialġ.