Comments (7)
Original comment by Sam Narain (Bitbucket: samnarain, GitHub: samnarain).
@chbfiv the maintainer is currently actively looking into making ABGT more efficient when working with large amount of assets (100K+). I think that with the steps necessary to achieve such improvements comes the need for virtual assets or configurable settings per production environment to achieve this.
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
By nature of AssetBundle the system requires data from filesystem to build bundle. Being said that, I think it is capable to procedurally create variation of sub-assets based on source (such as creating SD/LD from HD) and write it in cache folder, then use it as input to accomplish this.
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
Virtual Asset needs some deeper consideration before implementation. I am pushing this back to 1.3.
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
Ticket added to Trello
https://trello.com/c/Mv6s1lPu/180-support-virtual-asset
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
Update on this ticket.
I have added AssetGenerator node to dev branch, which you can generate derivative assets from incoming sources.
Currently the built-in Generator is only TextureScaler, it will at least do the job to create SD/LD textures on demand, give them straight to variant.
I hope you can try this feature and see if it works for you.
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
Note: current TextrueScaler implementation is very trivial - you might want to implement on your own for production use.
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
I will set this issue to resolved. Please reopen issue if this is not solved by AssetGenerator node.
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Related Issues (20)
- Incoming AssetGroups are null inside of `Prepare`
- AssetGraph isn't procedural asset generation friendly
- Renaming Custom Nodes/Modifiers/AssetGenerators Causes Exceptions
- Test assets cause Unity Editor stuck and huge gc when save asset
- Extract Shared Assets HOT 1
- Override Import Setting doesn't work HOT 4
- Importing never ends when installed with Entities 0.2.0 package
- (Addressabes/Set Asset Group) leads wrong totalAssets amount HOT 2
- Development Question
- Asset GUID change caused problem
- The API documentation is Not Found.
- Package not found HOT 5
- Split By FilterのFilter ConditionsのTextorBinaryの挙動について
- ModelImportSettingsConfiguratorについて
- ノード構成によってグラフが逆流します
- How to add addressables nodes in version 1.7.2
- EditorでPlayを停止後、再度Playすると毎回30秒ほどCacheImport処理が走り待たされる
- Use As Postprocessor Not work
- Could you support to Unity 2022 LTS?
- 升级unity到2022后报错 HOT 1
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