Depending on how the textures were extracted, they may need to be gamma corrected and split into multiple textures. Texture Correction & Splitting XYS texture before and after gamma correction. Asset bundles are meant to be created from a set of assets and then loaded into your application. However you're not really meant to edit them in the first place. But see the other answer for a solution that might work. crp files and extract meshes and textures. Unity does not support any functionality to do this. Crper Crper is a web-based tool which can read. TextAsset txt = bundle. uTinyRipper is a tool which can extract an entire. WWW www = WWW.LoadFromCacheOrDownload (url, 1) Note: Loading scripts from asset bundles is not supported on Windows Store Apps and Windows Phone. Monodevelop, Visual Studio) or any text editor using the mono/.net compilers. You can create your assemblies in any normal C# IDE (e.g. If you want to include code in your AssetBundles that can be executed in your application it needs to be pre-compiled into an assembly and loaded using the Mono Reflection class (Note: Reflection is not available on platforms that use AOT compilation, such as iOS). AssetBundles can contain scripts as TextAssets but as such they will not be actual executable code.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |