Support => NGUI 3 Support => Topic started by: magicpotato on March 06, 2015, 05:07:21 AM
Title: Unity5 AssetBundle support
Post by: magicpotato on March 06, 2015, 05:07:21 AM
Hello ArenMook.
You know, Unity5 was announced. And AssetBundle workflow also updated very powerful. It don't need to attach resources dynamically anymore. Today I tested the AssetBundle.
But I failed with NGUI. Reason is simple.
Loading streamed-scene will fail if exist game object that have component with a script property type and value is prefab's script.
class UISprite
{
[SerializeField] UIAtlas mAtlas;// It's prefab's script. Not works for AssetBundle
}
I changed the property type to GameObject(prefab) from Script(prefab's script). It works.
class UIScript
{
[SerializeField] GameObject mAtlasPrefab;// for AB, use mAtlasPrefab.GetComponent<UIAtlas>()...
}
Other controls are same.
I think NGUI's first weak point is this issue. I have to change the code to publish my game even you don't support AssetBundle for NGUI. Because there is only one, NGUI.
But I'm worrying about to merge next updates.
I think there's many peoples like me. I hope good news.
Thanks for made nice asset.
Title: Re: Unity5 AssetBundle support
Post by: jarjin on March 07, 2015, 01:19:27 AM
Me too!!~~
Title: Re: Unity5 AssetBundle support
Post by: ArenMook on March 10, 2015, 07:52:13 PM
If I change this value from UISprite to GameObject it will break all existing projects, and sprites will lose all references to their atlases.
Title: Re: Unity5 AssetBundle support
Post by: magicpotato on March 11, 2015, 12:20:41 AM
Is there no way to make migration editor function? Anyway I finished the job. It works.
Title: Re: Unity5 AssetBundle support
Post by: jarjin on March 11, 2015, 07:09:56 AM