Comments (7)
Original comment by philmzo NA (Bitbucket: philmzo, ).
I'm the author of the previous report.
I thought I was logged-in.
I can send real URI through PM when you reply
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Original comment by philmzo NA (Bitbucket: philmzo, ).
Here's my process to build asset bundle:
where
Loader path = test,
Bundle template = bundle_*.unity3d,
bundle builder has nothing checked,
Exporter path = testt
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Original comment by Juan Legaz (Bitbucket: Grelak, GitHub: Grelak).
I believe the issue here is that the generated assetbundle doesn't have a mainAsset, you should try using "bundle.LoadAsset(nameOfTheAsset)", if you dont know what assets are inside the bundle you can list them with bundle.GetAllAssetNames()
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Original comment by philmzo NA (Bitbucket: philmzo, ).
Thanks Juan.
Unfortunately, it doesn't work:
print(bundle.GetAllAssetNames());
throws an error because bundle cannot be decompressed.
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Original comment by Sam Narain (Bitbucket: samnarain, GitHub: samnarain).
This issue does not relate to the ABGT tool, unless a corrupted AssetBundle is created - which I find hard to believe looking at your graph.
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
As far as I read this is more of issue to provide good working example, rather than actual bug or issue.
You can find example in example branch with AssetBundleManager combined. On top of that, I am considering working on providing both "simpler" and "real scale" example.
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
I am changing status of this issue on hold until AssetBundle team have some good progress on designing good ResourceManager.
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