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Question by kromenak · Jun 02, 2011 at 06:10 PM · mobileassetbundledependencies

Asset Bundle Dependencies in Main Executable

Hey guys,

Doing a lot of research on asset bundles today, still have a few unknowns to sort out! I've read about using Push/Pop Dependencies so that you can save space between asset bundles by not duplicating data. However, we have a large chunk of assets that are included in the main executable of the project; is some way to make the asset bundle aware that it doesn't need to include those dependencies because they are in the main executable?

If that doesn't work, another option we're considering is to make a "shared data" asset bundle that is the main dependency of most other asset bundles and contains our core set of assets that we would otherwise have included in the main executable. Our main concern with this is that the game will not be playable unless you download extra data, which is not ideal - ie, if you downloaded an iphone game and then it asked you to download a bunch more stuff, you'd probably not like it.

So, if we did this, how could we include the shared asset bundle in the main game executable download? On iPhone, it looks like you can add it to the xCode project (as explained at http://www.chrisdanielson.com/2011/05/03/unity3d-file-assetbundles-on-the-iphone/), but is there a similar technique for Android devices?

Hopefully that all made sense; Any thoughts, ideas, or experiences doing something like this are greatly appreciated!

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