![]() AssetBundles can express dependencies between each other for example, a Material in one AssetBundle can reference a Texture in another AssetBundle. Download and setup apktool Extract apk file apktool d -r -s your game.apk You will see decompiled folders as below. A menu should open with a bunch of different rendering settings. ![]() ![]() Once Unity is opened, go to Edit > Project Settings > Quality. Note: 4 small files can take a second to finish copy. An AssetBundle is an archive file that contains platform-specific non-code Assets (such as Models, Textures, Prefabs, Audio clips, and even entire Scenes) that Unity can load at run time. Step 1: Preparing Your Game for Building The first thing we need to do is open Unity and edit some settings to prepare your game for building. String filesNamesToCopy = new string įoreach (string fileName in filesNamesToCopy)ĭebug.Log("copying from "+ fromPath + fileName +" to "+ toPath) įile.WriteAllBytes(toPath+ fileName, tes) String toPath = Application.persistentDataPath +"/" In Android = "jar:file://" + Application.dataPath + "!/assets/" String fromPath = Application.streamingAssetsPath +"/" Small sample code in c# to copy files async:Īdd this method to a script which inherits MonoBehaviour IEnumerator CopyFileAsyncOnAndroid() The source files in the project should be under Assets\StreamingAssets.My workaround was to copy the files from the Application.streamingAssetsPath (which is inside a jar and can`t be accessed by most native libraries) to the Application.persistentDataPath (which is totally fine)and then to pass that path to the native code.
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