You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. You need to find what buttons and axis are being used by the controller, then set up your Input Manager to recognize these buttons and triggers. Welcome to Unity Answers The best place to ask and answer questions about development with Unity.
En la misma linea, muchas empresas han tomado nota y consideran necesario contar con un experto que maneje su reputacion en las redes sociales, donde sus clientes o consumidores buscan una respuesta rapida por parte de su marca. Al igual que sucede en la comunicacion offline de una empresa, la comunicacion en las redes sociales debe formar parte de un plan estrategico mas amplio, dirigido por un departamento de Marketing digital centrado en reforzar o afianzar su negocio.
Uso de cookiesEste sitio web utiliza cookies para que disfrutes de la mejor experiencia como usuario. AssetBundles allow on demand streaming and loading of Assets from a local or remote location. Before starting this Tutorial Article, it would be best to download the AssetBundle Manager with the AssetBundle Sample project here.
AssetBundles are files created in the Unity editor during edit-time, which can be used later by a build of a project at run-time. The detailed organization of any project’s assets into AssetBundles will be heavily dependent upon the needs of that particular project. Each AssetBundle has some technical overhead, both in the size of the file and the need to manage that file.
This model is dependent on a Material Asset in the model’s Mesh Renderer, and that Material Asset is dependent on a Texture Asset for the Material’s Albedo Texture. The contents of an AssetBundle are compiled and optimized for the current target platform according to the Import Settings and the current Target Platform. There are several important points to understand regarding dependencies and dependency management.
The dependencies and other information for a project’s AssetBundles are stored in a Manifest. AssetBundles are files which contain asset files such as models, materials, textures and scenes.
For more detailed information about working with AssetBundles and the AssetBundle Manager, please see the next tutorial lesson in this series. One of the key areas of effort in working with AssetBundles is the building and testing of bundles.
It is worth noting that some AssetBundles can be stored locally for immediate loading as a default setup. In the following simple scene, one legitimate way of organizing the scene into AssetBundles for the greatest versatility would be to have a base scene, which would include the ground, dunes, rock columns, tree and cactus. To organize and setup AssetBundles in the editor, the Assets themselves need to be assigned to an AssetBundle.
To create a new AssetBundle, choose New and a text field will become active to name a new AssetBundle. Being able to load Assets on demand from AssetBundles allows for many creative solutions to difficult issues related to loading, storing and updating Assets. AssetBundle Variants deliver different versions of the same Asset to be assigned to an object in the scene. For this to work, all of the matching AssetBundle Variants must be constructed and named identically. It is worth noting that a hierarchical menu structure can be created for the AssetBundle Names. Once Assets have been assigned to AssetBundles, the AssetBundles will need to be built and tested.
For building, testing and managing AssetBundles, this tutorial will concentrate on the AssetBundle Manger and its High-level API. The AssetBundle Manager is a downloadable package that can be installed in any current Unity project and will provide a High-level API and improved workflow for managing AssetBundles. Adding the AssetBundle Manager to a project will create a new item in the Assets Menu called “AssetBundles”. Simulation Mode, when enabled, allows the editor to simulate AssetBundles without having to actually build them. With Simulation Mode enabled, the editor looks to see which Assets are assigned to AssetBundles and uses these Assets directly from the Project’s hierarchy as if they were in an AssetBundle. The huge advantage to the workflow when simulation mode is enabled is that Assets can be changed, manipulated, imported, removed and as long as they are correctly assigned to an AssetBundle, work on the project does not need to stop to build and deploy AssetBundles before testing. The ABM can also enable a Local Asset Server for testing from either the editor or from local builds - including Mobile.
With the AssetBundles hosted locally, it is easy to access the Local Asset Server from the working project with a few simple lines of code.
BaseDownloadingURL Sets the base downloading url which is used for automatic downloading dependencies. Sample files are included with the AssetBundle Manager in a folder called "AssetBundle Sample".
At this point it is important to reiterate the workflow provided by the AssetBundle Manager. In the first scenario, without using the AssetBundle Manager, AssetBundles will need to be built and deployed and all testing is done with the complete and final system in place.
In Simulation Mode, the AssetBundle Manager simulates built AssetBundles when running the Project within the editor. To run one of the sample scenes, the AssetBundle Manager must be running in one of these modes.
Note that the scene is essentially empty and only contains a Main Camera, Directional Light and “Loader” GameObject.
If the Scene requested is null, the AssetBundle Manager will display an error in the console and the Coroutine ends.


By default, the AssetBundles will be optimized for the current build target and built into a folder called “AssetBundles” in the Project’s root directory, grouped by build target.
For ease of workflow and to use these newly built AssetBundles without deploying them, the Local AssetBundle Server should be enabled.
This local server should run seamlessly, but, as with any network communication, the local server will have the same restrictions as any network communication and may be subject to permissions requirements, firewalls, and other limitations. When the the Local AssetBundle Server is running, the built AssetBundles can be tested locally. Note that the same cube and Sprite have been loaded in the scene, but the Material, its dependent texture and the Sprite texture have been loaded from a different AssetBundle. This more complex example will sum up everything in this article, including loading a scene from an AssetBundle and loading AssetBundle Variants for resolution, content and localization. Note that if none of the choices are explicitly chosen, the AssetBundleManager will choose one automatically (as per the rules above) and print a warning in the console. The script comprises of a BeginExample() function and three Coroutines, called from Start(). So the triggers on controller one start controlling the stuff on player two, and vice versa. Por este motivo y porque las redes sociales se han revelado como un excelente vehiculo para que una empresa afiance su modelo de negocio y explore otros nuevos, el trabajo del Community Manager debe estar siempre guiado por una estrategia previamente disenada.
El Community Manager debe ser un experto en comunicacion pero, como cualquier profesional, necesita conocer primero las lineas que debe seguir para alcanzar los objetivos propuestos por la firma para la que comunica. Si continuas navegando estas dando su consentimiento y aceptando las mencionadas cookies, asi como nuestra politica de cookies, para mas informacion sigue este enlace.
With AssetBundles, Assets can be stored remotely and accessed as needed, increasing the flexibility of the project and reducing the initial application size.
The final section of the lesson will cover specific examples of loading and using AssetBundles and AssetBundle Variants with simple use-cases and simple example scripts.
If an AssetBundle contains Assets that are not immediately needed, even though they won’t necessarily be loaded into the scene, they will take up both bandwidth to download and disk-space to store. Once an AssetBundle has been downloaded, Assets can be selectively loaded from the AssetBundle. For example, two different models can share the same Material, which in turn could be dependent on a Texture.
AssetBundle Variants are designed to support one specific use case - remapping a choice of different Assets to individual objects in a project. AssetBundles are created by the Unity editor during edit-time and can be used later at run-time by a built application. The AssetBundle Manager provides a High-level API for a massively improved workflow compared to manipulating AssetBundles directly with the foundation Low-level API. This is useful to protect against an install where the application cannot reach remote external storage to download desired AssetBundles. The contents of an AssetBundle have been compiled and optimized for the current target platform according to the Import Settings and the Target Platform set in the Build Settings. This scene could be allowed to include the dependent Materials, as these are fairly simple and would not likely need to be changed depending upon resolution or device.
When viewing an Asset, the AssetBundle Name and AssetBundle Variant can be found at the bottom of the preview window in the Inspector. One specific case where AssetBundles can help is the need to load a different set of Assets into a project depending upon the device, location or user preference.
Each then has been given an AssetBundle Variant Name to identify it, in these cases hd and sd, respectively. When Local Asset Server is enabled, AssetBundles must be built and placed in a folder explicitly called “AssetBundles” in the root of the Project, which is on the same level as the “Assets” folder. Please see the example in the AssetBundle Sample project, which will be covered later in this lesson.
The AssetBundle Manager will take care of loading AssetBundles and their associated Asset Dependencies. In this scenario, with every change to the Assets in a Project, new AssetBundles need to be built and deployed. When the Local AssetBundle Server is enabled, the built AssetBundles will be available to the Editor and all builds running locally that can reach the Editor on the local network.
Only the Asset “MyCube” was requested, and all of the dependent Assets were correctly loaded. This code will set the location for the AssetBundles to the Local AssetBundle Server when the scene is running within the Editor or from a Development Build.
The materials have different colors and the images are at a significantly higher resolution.
The main differences are the variable identifying the AssetBundle Variant to be loaded, and code to set the active Variant.
The array activeVariants contains a list of all of the possible Variant Names that are “active”. This script uses code to both load a scene which depends upon a variant and to load an additional GameObject that also depends upon a variant.
The value being set here is created by the button “Load Scene” based on the user input in OnGUI().
If the AssetBundle cannot be loaded or the Asset cannot be requested, an error will be printed in the console. Sin una estrategia previa, tanto la comunicacion online como offline carecen de sentido porque no tienen un proposito claro. This allows streaming and asynchronous loading of content such as models, textures, audio clips, or even entire scenes. The final model in the game is not just mesh data, but it is a GameObject with all of its Components and all of the Component’s dependencies.
This is particularly useful when working with projects that need to select one Asset from a wide variety of different possible choices based on criteria like resolution, language, localization, or user preference.


Normally this would require regularly building AssetBundles, uploading them to a host and testing these remotely hosted AssetBundles through a network connection with the working project. For example, the application would load default language and localization data from a local AssetBundle when the application has no access to downloadable content. The tank model would be in an AssetBundle of it’s own, which would allow changes or updates to the player Asset. AssetBundle Variants and the AssetBundle Variant Name menu will be covered later in this lesson.
If an uppercase letter is used, as in the example above, Unity will replace the capital letter with a lowercase one. To be a compatible AssetBundle Variant, the folder structure and contents of the AssetBundle must match. Note how the two sets of Assets have the same name and share the same hierarchical structure.
This will create a new menu item as a parent, called “variants” for the AssetBundle Name “myassets”.
For more information on the Low-level AssetBundle API, please see the information linked below.
To use the AssetBundle Manager in a project, simply add the AssetBundle Manager folder to the project’s Assets folder. From this point on, work within the editor can continue as if AssetBundles were built and hosted remotely. Es ahi donde el departamento de Marketing desempena un papel fundamental a la hora de detectar y establecer cual es el camino a seguir, un mensaje que debe transmitir al Community Manager para que refuerce los intereses de la marca y maneje con acierto su reputacion en las redes sociales.
AssetBundles can be “pre-cached” and stored locally for immediate loading when first running an application. An application’s disk footprint or size can be reduced when first deployed, with assets being loaded after installation of the application and only as the assets are needed. AssetBundle Variants can hold the variety of Assets required to cover all supported options for an object and the desired Asset can be mapped to that object as needed from the chosen AssetBundle Variant.
AssetBundles can have Variants which can be mapped to objects in the scene depending upon the user’s preference. All the Assets need to be present in each AssetBundle, and must have the same name and in the same hierarchical order. The AssetBundle Manager allows for a massively improved workflow compared to manipulating AssetBundles directly with the Low-level API. This information will be set or changed automatically by the AssetBundleManager, and should not need any attention by the user.
The primary purpose of AssetBundles, however, is to stream content on demand from a remote location, to be loaded into the application as necessary.
Platform and device specific assets can be loaded without having to download or store redundant assets for other platforms or resolutions.
AssetBundles also require a certain amount of management to organize, create, upload and maintain.
Asset Variants can be different resolutions of the same Asset: Standard Definition graphics vs High Definition graphics or models with different polycounts. It is important to note, however, that AssetBundle Variants do not work with Simulation Mode. In the current example the ActiveVariants property contains only one element; the Active Variant is either “sd” or “hd”. AssetBundles can contain any kind of asset type recognized by Unity, including custom binary data. Localization of applications becomes easy by downloading and installing only the assets needed based on the user’s location, language or preferences.
The more AssetBundles being used increases overhead for a project, both technical and managerial.
It is worth noting that when this happens, both duplicate Assets are stored in their respective AssetBundles and the Asset dependencies are now split. The Manifest lists all of the AssetBundles created from the project for the current build target, and stores and tracks all of their dependencies. This would allow for changes and updates to the texture and material as needed with the least amount of trouble. Asset Variants can be created with different content for an object: text, images, textures and typefaces can be different for each supported language, region or theme.
It is also important to note that Assets can be manipulated in the project when Simulation Mode is enabled, and the effect of these changes can seen in the scene view, which will not be possible with deployed AssetBundles.
Applications can be fixed, changed or updated with new content without having to resubmit the application for approval.
Each model Asset will now depend upon the local copy of the Material Asset, removing any advantage of having shared Material Assets.
This particular organization will also allow for alternative versions, or variants, of these Assets to be loaded from a choice of AssetBundle Variants on demand depending upon need, such as platform, location or resolution of the target device.
These Assets are saved in a series of identically constructed AssetBundles and identified by their Variant Name. To prevent this from happening, the Material needs to be explicitly assigned to an AssetBundle. The ActiveVariants property could contain both “hd” and “danish”, or “sd” and “english” and so on for any of the other possible combinations of these Variant Names.
In either case, the AssetBundles with the rock columns will now be dependent upon the AssetBundle with the rocks’ Material.



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