Then your runtime can just pull down the asset bundle from the web and load the resources from it. The easiest way is to import the model into Unity through the normal pipeline and get it all set up, then build it into an asset bundle, then host that asset bundle on the web. You’re going to have to work around that fact. Var error = AssetDatabase.ExtractAsset(material, newAssetPath) ĪssetDatabase.WriteImportSettingsIfDirty(path) ĪssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate) įirst you should know that Unity’s regular model pipeline is part of the editor, so it's not included in your runtime. Source: public class ExtractMaterials : MonoBehaviour ) + ".mat" Examples Extract textures and materials from FBX at run-time Keywords: Unity, Assets Loading, Resouces Extracting Docs
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