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With the aim of relocating the 3D models and corresponding prefabs on potentially a server, a loading system needs to be implementing, which fetches the assets as asset bundles and extracts the required files for the environments display. The following links can be used as a guidline: Load Asset Bundle: Load asset bundle from server using url http://docs.unity3d.com/ScriptReference/Networking.UnityWebRequest.GetAssetBundle.html?_gl=1*k56rar*_ga*MTk1OTU1NTA2My4xNjExMTUyNDIy*_ga_1S78EFL1W5*MTYyODE2MTAxNC4yMS4wLjE2MjgxNjEwMTQuNjA.&_ga=2.225467802.1295851764.1628156427-1959555063.1611152422 Load Assets: Load prefab or skybox by name from the corresponding asset bundle https://docs.unity3d.com/ScriptReference/AssetBundle.LoadAsset.html?_gl=1*3xaz5l*_ga*MTk1OTU1NTA2My4xNjExMTUyNDIy*_ga_1S78EFL1W5*MTYyODE2MTAxNC4yMS4wLjE2MjgxNjEwMTQuNjA.&_ga=2.191066538.1295851764.1628156427-1959555063.1611152422
Furthermore, to decrease the performance overhead a Object Pool for the usage of the environment prefabs should be used as implemented by the i5 Toolkit. See https://rwth-acis.github.io/i5-Toolkit-for-Unity/1.6.2/manual/Object-Pool.html for this.
The text was updated successfully, but these errors were encountered:
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With the aim of relocating the 3D models and corresponding prefabs on potentially a server, a loading system needs to be implementing, which fetches the assets as asset bundles and extracts the required files for the environments display.
The following links can be used as a guidline:
Load Asset Bundle: Load asset bundle from server using url
http://docs.unity3d.com/ScriptReference/Networking.UnityWebRequest.GetAssetBundle.html?_gl=1*k56rar*_ga*MTk1OTU1NTA2My4xNjExMTUyNDIy*_ga_1S78EFL1W5*MTYyODE2MTAxNC4yMS4wLjE2MjgxNjEwMTQuNjA.&_ga=2.225467802.1295851764.1628156427-1959555063.1611152422
Load Assets: Load prefab or skybox by name from the corresponding asset bundle
https://docs.unity3d.com/ScriptReference/AssetBundle.LoadAsset.html?_gl=1*3xaz5l*_ga*MTk1OTU1NTA2My4xNjExMTUyNDIy*_ga_1S78EFL1W5*MTYyODE2MTAxNC4yMS4wLjE2MjgxNjEwMTQuNjA.&_ga=2.191066538.1295851764.1628156427-1959555063.1611152422
Furthermore, to decrease the performance overhead a Object Pool for the usage of the environment prefabs should be used as implemented by the i5 Toolkit. See https://rwth-acis.github.io/i5-Toolkit-for-Unity/1.6.2/manual/Object-Pool.html for this.
The text was updated successfully, but these errors were encountered: