Comments (10)
ah-- I found that you means "use same shaders & materials both Cube & Sphere, create these 2 AssetBundles and there are dependency"?
how about the graph like below.
should check the Bundlizer0's "Output Resources" check is ON.
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Hi, thanks for answers.
Well, the "dependency" I mean is one assetbundle dependens to another assetbundle, which owned the asset that using/linking by other assetbundle's assets.
For example, I create a material, and use on a cube and a sphere(two MeshRenderer reference to same material. )
Now I want to build cube.prefab to Cube.assetbundle, and build sphere.perfab to Sphere.assetbundle.
If I didn't build the material to an assetbundle,
then in Cube and Sphere assetbundles will copy material in themselves - I don't want this because data size is coming bigger. (double material, double texture, double shader... )
What I want to do is build common data to a assetbundle, then when I build new assetbundle which have assets link to these common data, it will not copy, just dependencies to other assetbundles.
Can AssetGrpah do this thing?
Thank you very much.
from assetgraph.
Oh, sorry that I typing too slow.
I saw the answer on the front, and I think that "output resources" is what I want!!
I will try it, thank you!!!
from assetgraph.
Can AssetGrpah do this thing?
yes, I' ve updated the comment above.
slow
me too. please try it! thank you.
from assetgraph.
Hi, it's me again.
I tried Bundlizer Node's "output resources" setting, but unfortunately, it doesn't worked.
my test project is here : https://db.tt/OHuj4stJ
I had try two kind of asset graph nodes linking,
one is just like above pictures yesterday(as my uploaded test project),
another one is more simply : just one material assetbunle, link to another prefabs assetbundle.
But either of them are failed, I cannot see Dependencies in output manifest file.
Am I still missing something?
Thanks for help.
By the way, I found a Bug? in Bundlizer node:
https://i.imgur.com/37ufSe4.png
when I check "output resources" and first connect to another Bundlizer node,
then connect "bundles" output to BundleBuilder node,
It's ZERO to BundleBuilder node, and all asset & assetbundle output on "resources".
If I link "bundles" output to BundleBuilder node first, then connet from "resources" to another Bundlizer node, it's OK.
assetbundle output to BundleBuilder node by "bundles" output,
and assets output to another Bundlizer node by "resources" output.
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OK, I'll check it,
found a Bug
YYYEEEESSS its bug, thank you for information!
from assetgraph.
so, I made below.
I've added 2 Prefabricator node before bundlizer.
In these 2 Prefabricator, load Prefab and other sources then attach sources (shader_back, MaterialA) and set it to instantiated Prefab,
then update Prefab itself.
please see "MyPrefabricatorForCube.cs" and "MyPrefabricatorForSphere.cs"
project files are below.
DependencyTest.zip
This is because of these 2 fact, 1:"imported prefabs and source prefab is not same file", and 2:"make relationship between inputted source and prefab on the Graph".
in advance:
and actually,
AssetGraph is mainly designed for "create Mass AssetBundles from most raw resources in rule-based flow".
In this design, the Prefab file is mainly generated inside of AssetGraph for binding datas in desired form with generating resources.
very rough ideal data flow is like below.
pattern A: simply bundlize sources.
"a.png" + "b.fbx" + "c.shader" + "d.material" -> import them -> bundlize
usage: Load raw data from AssetBundle for setting up these datas in runtime.
pattern B: construct prefab with imported sources and bundlize sources.
"a.png" + "b.fbx" + "c.shader" + "d.material" -> import them -> + prefab(combined by new prefab with desired shape) -> bundlize
usage: Load data with prefab from AssetBundle for setting up prefab-binded datas in runtime.
In your case, you can use your own prefab,
and also,
You can generate prefab on the Prefabricator node.
like below.
project files are below.
DependencyTest2.zip
from assetgraph.
Hi, thanks for answer and the examples, I'll try it.
thanks again for your help!
from assetgraph.
you're welcome.
from assetgraph.
Dependency is now created automatically just like standard asset bundle building. You will just create dependencies within assets (such as, by assigning materials to models) and just configure which asset(s) do you want to put into what bundle(s) - then AssetBundle build pipeline automatically figure out inter asset bundle dependencies and configure properly.
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