AssetBundles-Browser
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Editor tool for viewing and debugging asset bundle contents before and after builds
the current asset table on the right of Config tab shows Asset, Bundle, Size, ! The individual asset dependencies are also viewable but have to select an asset and shown...
I didn't create any AssetBundle , but the list has a unknow AssetBundle , when I delete it , occur this error : ``` Failed to delete bundle named: aa0b1eebb5db27a419fa4564bbe5c9c5....
From the forum https://forum.unity.com/threads/asset-bundle-browser-initial-release.465766/#post-3348577 Hi, I find that the asset bundle browser pulled wrong assets in AssetList sometimes. For example, I set a SpriteAtlas to a bundle "spritesatlas/shop", then it...
Assets affected to asset bundle in packages folder cannot be seen in browser. This cause a NullReferenceException due to a restriction in ValidateAsset function for assets that are not in...
If a Scene is selected in the Asset List Panel a "_String too long for TextMeshGenerator. Cutting off characters._" error message can be thrown by the Asset Details Panel. This...
When I loaded a scene AssetBundles I can't see anything about if component used UI_Default shader as UnityEngine.UI.Text or TextMeshPro event if I set into the Graphics/Always Included Shaders also...
Currently the browser is displaying the size of the asset on disk which is not representative of the final size the user will get. For example, on a texture this...
ABModel.cs ``` internal static int RegisterAsset(AssetInfo asset, string bundle) { if(s_DependencyTracker.ContainsKey(asset.fullAssetName)) { s_DependencyTracker[asset.fullAssetName].Add(bundle); int count = s_DependencyTracker[asset.fullAssetName].Count; if (count > 1) asset.SetMessageFlag(MessageSystem.MessageFlag.AssetsDuplicatedInMultBundles, true); return count; } var bundles = new...
_macOS 10.13.6 Unity 2018.2.15f1_ Perhaps I'm missing something but whenever the Unity editor is quit/restarted the Configure menu is empty forcing me to have to manually rebuild the bundle tree...
Option to lock onto the current Build Target and prevent assets being reimported. For example, say Build Setting's Platform is Standalone - Windows - x86_64. Then in AssetBundles window BuildTarget...