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In Unity 5, Object dependencies are tracked via the AssetDatabase API, located in the UnityEditor namespace. The application must track dependencies between AssetBundles, and ensure that the right AssetBundles are loaded before calling any AssetBundle.LoadAsset APIs. This entirely eliminates the risk of duplicated assets, but also introduces complexity. However, it still unnecessarily increases the size of the project’s AssetBundles, and increases both build times and loading times.Įnsure that all dependency assets are built into their own AssetBundles. This method may work for certain types of projects, such as level-based games.Segment AssetBundles so that no two AssetBundles that share a dependency will be loaded at the same time. It can produce monolithic AssetBundles that must be rebuilt and re-downloaded too frequently to be convenient or efficient. This method usually is not viable for projects with many shared dependencies.Any Objects which do share dependencies can be placed into the same AssetBundle without duplicating their dependencies. There are several ways to address this problem:Įnsure that Objects built into different AssetBundles do not share dependencies.
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This will also cause two different copies of the Object to be loaded into memory if the application loads both of its parents. This will increase the total size of the application’s AssetBundles. The duplicated dependency will also be instanced, meaning that the two copies of the dependency Object will be considered different Objects with a different identifiers. If two different Objects are assigned to two different AssetBundles, but both have references to a common dependency Object, then that dependency Object will be copied into both AssetBundles. An Object is “explicitly assigned” when that Object’s AssetImporter has its assetBundleName property set to a non-empty string.Īny Object that is not explicitly assigned in an AssetBundle will be included in all AssetBundles that contain 1 or more Objects that reference the untagged Object. Objects that are explicitly assigned to an AssetBundle will only be built into that AssetBundle. This dependency See in Glossary information is used to determine the set of Objects that will be included in an AssetBundle. Unity 5’s AssetBundle system will discover all dependencies of an Object when the Object is built into an AssetBundle. This section describes several problems that commonly appear in projects using AssetBundles.