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Questions tagged [asset-management]

The processes and techniques of tracking and handling assets within code and file system during development and execution of a game.

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I am making an asset loading system for my game engine, which is written in C++, and the idea I had in mind is that for each asset there is a corresponding loader class. Although not entirely the same ...
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I’ve looked at several tutorials regarding Addressables and it seems that loading an asset revolves around referencing it in the inspector, loading it in, and then finally instantiating it but putting ...
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I'm working on an asset manager for my game engine, and I'm a bit stumped on how to use templates (and potentially inheritance) to reduce some code duplication. An asset requires 4 things: a container,...
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I'm trying to create an automation for our asset pipeline where an imported mesh will automatically be processed into prefabs for each instanced submesh. For example, when I import this FBX ...
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The way I've learned to implement an asset manager is having unordered maps for each asset type (textures, shaders, meshes, etc.), each with a string key and object value and then having methods ...
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I uninstalled Unreal Engine 5.1. I have several projects saved, some of which are using a lot of disk space. This is mostly because of downloaded assets (like Megascans). Is there any way I can glean ...
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For example, in the LocalizationProvider class a Sprite is loaded this way ...
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As my team grows I'm trying to better manage shared assets in an organized way across the team. These assets include: Brushes and Alphas for Substance, Blender, Krita, etc Custom Plugins for Maya ...
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I'm new to C++ and SDL2 and for the past few days I've been trying to figure out what to do with/how to handle assets for my game. I'm using an asset pack that includes 4 characters and each character ...
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Context I am writing a ScriptableImporter for a specialised image format (the specifics are not relevant). To do so, I need to semi-procedurally generate a ...
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I am creating an achievement system for my game engine. I represent an achievement as a class takes a predicate function to determine if requirement for unlock has been met. ...
Michael Moreno's user avatar
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I have an NPC class with a DialogueTree object as a field. DialogueTree objects are ...
Michael Moreno's user avatar
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Image sprite is created programmatically _image.sprite = Sprite.Create(texture, ...); Should I destroy it before replacing with a new one? P.S. My question comes ...
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I've seen a couple different answers or weird workarounds to this topic: Package folders usually just go straight into the Assets folder, pretty much turning everything into a huge mess. Here's a ...
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I am building a prototype for a 2D tile based game and I have several sprite sheets in separate image files that in want to use for animation as well as game logic attributes associated each sprite ...
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I'm creating a game for Android using libgdx and Google Firebase for storage. In my Loading screen I download a file from Google Firebase Storage and store it in a temp file. After the dowload ends ...
Pablo Ajo's user avatar
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I'm specifically referring to the package manager. Unity is aware, even in the editor, of which assets are declared deprecated, as it allows me to filter my results to only show the deprecated ...
Michael Macha's user avatar
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I would like to have a single "Game Manager" game object or class that contains numerous parameters and tweens or other functions that would be necessary to access throughout my app across ...
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I am using ParticleEffect with a texture stored inside TextureAtlas. The code below shows how I load a particle: ...
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I'm trying to work out the Blender-to-Unity workflow for equipable items. At the moment, I've got a character animated for running, idling, jumping, etc. Now, I want to add equipment for him. I ...
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From any browser, after you own an asset, clicking on download does nothing. To me, as many suggest, installing windows is not ok, but that is just my opinion. Is there any alternative that could let ...
Aquarius Power's user avatar
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I am loading my assets and tile information through YAML files. While working on the game, I need to quickly change some values and test them in-game, and I can re-load the YAML information without ...
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I have been advised to move away from the Resources system to the new Addressables system, which seems to have many advantages. I need to convert the following code to use the Addressables: ...
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I am loading my assets and tile information through YAML files. While working on the game, I needed to quickly change some values and test them in-game, and I realized I could just re-load the YAML ...
caleidon's user avatar
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I can make some very basic music and sound effects, but prefer to have some actual real audio happening. There are some audio that does support game development - Artlist for one. They state that the ...
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I'm looking forward to adding mod support into my game by allowing users to easily replace some assets with their own versions. The way I want it to work - if there's, say, a certain texture in some ...
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TLDR: what are the pros and cons of using a naming convention for tagging and sorting game assets? for the UI to search and handle it for devs and gamers to move files around I am building a game ...
formatc2013's user avatar
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I have a project that already uses asset bundles. I download assets when the game starts and show them to the user when needed. I see that Unity provides addressables as new solution for asset ...
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For game saving purposes, I'm keeping track of references to ScriptableObjects through a lookup table, so that I can serialize/deserialize using the SO's position in that table. I have a lot of ...
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Yesterday I found an asset on the Unity Asset Store website, clicked the button "Open in Unity", and it was opened in Unity. Today, when I did the same thing, I got the error message below: I opened ...
Erel Segal-Halevi's user avatar
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I'm writing an asset that will be used by many people, but it depends on TextMeshPro (TMP). I ran into a bug in TMP that can only be fixed by upgrading to a preview version. I want to warn users that ...
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I started implementing instanced rendering in my 3D engine, but I quickly stumbled upon some issues that I'm not sure whats the best practice to work around. When I setup my scene, I capture the ...
Greg's user avatar
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What I am developing is not a game, but is done in Unity3d, so I believe here is a good place to ask. Context: The unity application runs in the WebPlayer inside a web application Case: User uploads ...
Eldamir's user avatar
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This is the closest I've gotten: ...
Bilal Akil's user avatar
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I’m writing a render, there is a class that shaders should store, something like a shader manager. These shaders are stored as ...
Денис Ковешников's user avatar
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I'm working on a custom ScriptedImporter -- let's call it LmmsImporter -- that loads project files from the LMMS sequencer as <...
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So I am making a sort of continuous evolutionary system in the Unity3D engine. Currently I have a DNA class that has values that gets applied to a Creature object on initializing e.g.: ...
Arne de Beer 's user avatar
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A bit of context: I'm developing a 3D rendering engine and can't really make much more progress until I get some more interesting and complex meshes loaded in to the scene. So far I have been using ...
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In short, I own a bunch of asset packages. I don't know what's in them until I bring them into Unity. Some of them have scripts that are not compatible with my current Unity build, but I may not care, ...
CodeMonkey's user avatar
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After having a very short discussion with Delix on youtube (see link below) on custom data storage formats, I started thinking. What are some useful ways of maintaining importers / exporters when you ...
Peter Verzijl's user avatar
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I ran into a bit of a problem with organasing object changes as well as storing them and passing to scenes. By that, I mean that I'm programming a game that has different characters and possibility to ...
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I've put my libGDX view inside a bigger Android layout. When the user rotates the screen, a new layout specific for the orientation is drawn, for this reason, the activity is rebuilt from scratch ...
snoopDev's user avatar
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A similar question was asked before, but I never saw an answer. How does one load individual texture regions that derive from a texture atlas using assetManager? I know that assetManager relies on a ...
Erick Adam's user avatar
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783 views

libGDX game crashes without any errors in console on android devices. It happens at different parts of game at different screens at different time. I don't see the reason. Game works well, without ...
Pasha Oleynik's user avatar
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1 answer
193 views

Here's what I have in our little Unity game: If an asset (mostly a prefab or a texture) has to be accessed (e.g. to instantiate a game object), it is often passed as ...
piegames's user avatar
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I haven't had to think too much about this problem too much until now. I am in the middle of creating a character customization system for my game. There are 60+ characters in the game, I have ...
hedgehog90's user avatar
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I have a custom widget with an image component. I want to change the image dynamically based on a string from a data table. How do I do this?
Andrew U Baker's user avatar
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566 views

I'm trying to start using AssetManager in my game. Previously I used to generate two BitmapFonts (bigger and smaller) from my .ttf file and it worked well. Here's how it looked in the code: ...
Divelix's user avatar
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I have a HexGame class extending Game and various Screens that receive the game object in ...
alfoks's user avatar
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Well, my question in rather simple - or so I hope. What I would like to do is separate my game assets in the Unity game engine into separate files for the build. This way not all the assets are in one ...
Alexander C. Solon's user avatar