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unity3d-jp / SeparatedAssetBundleBuild

Licence: MIT License
Workaround for long time to build many AssetBundles.

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C#
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SeparatedAssetBundleBuild

Workaround for long time to build many AssetBundles.

Read this in other languages: English, 日本語
日本語版はコチラを参照してください。

about Issue

At Unity 5.5 , the build time of AssetBundle is increasing exponentially by the number of AssetBundle.

Graph1.releation between the number of AssetBundles and building time

Issue Tracker:
https://issuetracker.unity3d.com/issues/drastically-longer-asset-bundle-building-time-when-building-multiple-small-asset-bundles
(This issue was fixed at Unity 5.5.3p2/5.6.0p2)

about this

This is a workaround project.

To make the build time shorter, it is effective way to separate calling "BuildPipeline.BuildAssetBundles".

Graph2.this workaround Alt text

How to use this

1). Import the "SeparatedAssetBundleBuild.unitypackage".
2). Replace "BuildPipeline.BuildAssetBundles" to "UTJ.SeparatedAssetBundleBuild.BuildAssetBundles".
*Single manifest file will be the last build's one.

About sample

We prepared test case.
Call "Sample/SampleWindow" from menu.

Alt text

1)The number of datas.
2).Create test datas.
3).Build assetBundle without this workaround.
4).Build assetBundle with this workaround.

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