

- #Unity assets bundle extractor can not open file for writing how to#
- #Unity assets bundle extractor can not open file for writing free#

They support only a very specific model and version format, and only mesh and texture data. My guess (not having used them or look at the code) is they do the absolute minimum amount of work. This isn't even touching on things like Mechanim trees, optimal texture format compression, generating mip maps, etc etc.
#Unity assets bundle extractor can not open file for writing how to#
The rest is done at design time by hand, so you'll have to figure out how to do that in code in a way that works best for your project. 4 debatably (personally, when I bring in a mesh it never applies materials properly, often times it doesn't even load the textures properly). Have a fixed number of pre-determined materials in your game that you map to materials applied to the submeshes in the model.Īpply the mesh / skinned mesh to the appropriate mesh filter / mesh renderer.Īpply the appropriate materials to the mesh rendererĪpply the appropriate material parameters to the materials.Īs you can see, unity asset pipeline API would only get you 1, 2 and 3. Using data from the file locate which textures and maps are used. This API is available (ie: procedurally generated meshes: )įor each submesh, load whatever material data is supported in the mesh. Parse the file, and build a heirarchy of meshes / sub meshes / skinned meshes from the verts, also making sure to load the bones and default bind pose information. Here's a really rough, naive guess at the steps involved in getting a file off desk and into the game:

Perhaps the developers thought that since they could not make a clear, precise API for users that it wasn't a feature worth adding (no support for a feature is often a better choice than a half baked, bloated, confusing one - certainly QA / Customer Service / Technical Writers must think so!) From File on Disk to Asset In Game Dragging and dropping a model (in my experience) is rarely the only step involved in getting an asset from disk to game.

It's possible that it is some combination of licensing (for things like FBX), binary size (adding a bunch of libraries, code, and code paths that would bloat most games), or some deeper technical hurdle where the cost wasn't worth the benefit.Īnother consideration is that it's not just meshes that need to be imported, but textures, materials (and then shaders), and animations. For reasons I can only speculate (I am not a unity developer) they did not package these in the final runtime application (the version of the game you ship) so you cannot access them. The editor converts the file into a friendly format for simulation and rendering - as opposed to a convenient format for transport. It's important to remember that when you add an asset to your unit圓d project, that isn't the data that ends up in the game's asset bundle to be loaded and used by the engine. !/content/49547 Longer Answer Why can't I use the code that obviously already exists? I haven't personally tried it, but it (or another like it) might solve the issue you are looking for specifically.
#Unity assets bundle extractor can not open file for writing free#
Here is a free unity asset store package that claims to do exactly what you need.
