![]() now it is so much easier to use because now you just have to know the address string which is sooooooo much easier than knowing the file path you placed your content into. ![]() Now you first have to create online projects to generate buckets and keys for the project and buckets so you can then download a CLI to authorize your system before you can then go into Unity and create a URL based of an existing URL you just magically have to know and then augmented with 2 of the API keys you get from the online project under a few submenus deep before you can finally get around to building the asset bundles (hey look, back to where we started) and publish it to the development URL until you are ready to release in which case you build and publish to the release bucket and NOW. 2D Jungle Pack - Handcrafted Art 2.0.unitypackage 3D Cartoon Explosions Pack Vol 3 1.0.unitypackage 50 Progress Bars Pack 4 DANGEROUS PROGRESS v1.0.unitypackage Blood FX Pack v1.5.unitypackage Brick Textures 34 Pack 1.0.unitypackage Clicker-Idle Game Template v2.65.unitypackage. Using the old This means that in the old way you have to upload a new asset bundle each time you rebuild it and just place it at the same URL where you placed it before. ![]() ![]() If you made the game and you saved your content intelligently then knowing where an asset is located is as easy as knowing the filepath to it (rather than a file url). ![]()
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