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samwild2668 avatar samwild2668 commented on May 4, 2024 1

Thanks @Ender-w for filing this issue.

Our original API has had the restriction that asset packs are mapped 1-to-1 with AssetBundles. We have a new API where asset packs can contain arbitrary files, e.g. multiple AssetBundles in folders. In this case though the mapping of files to asset packs is entirely up to the developer. Do you think that managing the mapping yourself would work?

If not, I can take a look at what it would take to support subfolders.

I have the same problem. I don’t know how to deal with the problem of subfolders. I hope you can tell me, thank you!

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thanwah avatar thanwah commented on May 4, 2024

Thanks @Ender-w for filing this issue.

Our original API has had the restriction that asset packs are mapped 1-to-1 with AssetBundles. We have a new API where asset packs can contain arbitrary files, e.g. multiple AssetBundles in folders. In this case though the mapping of files to asset packs is entirely up to the developer. Do you think that managing the mapping yourself would work?

If not, I can take a look at what it would take to support subfolders.

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Ender-w avatar Ender-w commented on May 4, 2024

Thanks for that, I've managed to map the folders using the new API.

One question I have now though is how do I do a build & run to test the app? Since the existing build and run button uses the default AssetPackConfig defined in the UI, whereas i need to be able to pass in my custom AssetPackConfig.

Im able to build my AAB using Bundletool.BuildBundle but i cant test with this it seems.

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jamcohen avatar jamcohen commented on May 4, 2024

To overwrite the asset pack config file used during Build and Run, you can call:

AssetPackConfigSerializer.SaveConfig(yourCustomAssetPackConfig, "Library/PlayInstantBuildConfiguration.json")`

We're looking into clearer ways to support this (i.e. specify a custom json file in the Asset Delivery Settings window), but for now this should let you Build and Run with your custom config.

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samwild2668 avatar samwild2668 commented on May 4, 2024

When creating asset bundles the main method of organisation is to split bundles into folders based on the asset bundle names.
For example: "subfolder/bundle1".
When trying to add this bundle to the asset delivery configuration it gives the error "An Asset bundle file with this name is missing from the folder"
As far as i can see it looks like only asset bundles in the root asset bundle directory is supported which seems wrong.
image

Unless I'm missing something it seems like its just not supported.
Asset bundles in subfolders should be supported to be included in asset delivery packages.

I have the same problem. I don’t know how to deal with the problem of subfolders. I hope you can tell me, thank you!

from play-unity-plugins.

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