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Question by pachash · Apr 07, 2015 at 02:32 PM · asset bundlesdependencies

Stripping dependencies from objects included into Asset Bundles

Hi!

In my project there are components with public members referencing materials, textures, meshes. These references are relevant only during development in editor. They must be stripped from runtime version of such components.

I'm guarding these references with #if UNITY_EDITOR ... #endif blocks and I hoped they would not be included into final asset bundles.

However, according to build logs these dependencies are still included. Are there any convenient ways to strip such dependencies?

I was thinking of two ways:

1) Strip them(set to null) before including into the bundle

2) Reference such dependencies by instance id and not an object. For example, hack some sort of AssetWeakReference generic class which would keep instance id internally instead of a full blown reference.

But maybe there's a better alternative?

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avatar image pachash · Apr 07, 2015 at 02:51 PM 0
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Actually I did ask on forum.unity3d.com... But no replies so far

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