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.
109 questions
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How to load shaders in a game engine asset loading system?
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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How do I load assets in a specific scene using Addressables without needing to instantiate anything given a handful of different GameObjects?
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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How to avoid/reduce code duplication in asset loading/caching with templates?
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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Creating Prefabs during AssetPostProcessor from the imported asset
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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How to use handles for asset management?
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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Can I safely remove assets after uninstalling Unreal?
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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76
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Do objects loaded from AssetBundle need to be unloaded after they are no longer in use?
For example, in the LocalizationProvider class a Sprite is loaded this way
...
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347
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How do you manage shared assets and tools across a team and projects?
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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How do you load/store assets?
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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`Graphics.Blit` into a render texture using a custom material outputs black
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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198
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Storing achievement code logic in JSON vs in source-code
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.
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Load in all NPC asset dependencies at once, or Just In Time during their construction?
I have an NPC class with a DialogueTree object as a field. DialogueTree objects are ...
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Should I destroy dynamically created Image.sprite?
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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How can I move my package folders into another folder to clean up Assets?
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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Is there a standard format to store game asset data as a binary archive?
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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Error using Asset Manager for loading files from Android temp directory (libgdx)
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 ...
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671
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Is it possible to hide deprecated assets in Unity?
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 ...
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How to make a singleton "game manager" object/class that only loads once and can be accessed from any scene?
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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ParticleEffect using TextureAtlas in libGDX
I am using ParticleEffect with a texture stored inside TextureAtlas. The code below shows how I load a particle:
...
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Unity - How to export equipment properly from Blender?
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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how to download owned assets from unreal engine marketplace on linux?
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 ...
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How to clear Addressables Cache?
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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How to convert Resources.LoadAll to Addressables?
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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976
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How to clear Resources.Load cache?
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 ...
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1
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123
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Recommendations to protect music and sound effects
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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Replacing assets in Unity real-time but keeping the references intact
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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284
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Is naming convention a good base for a sorting and tagging system for game assets?
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 ...
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2
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15k
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Advantage of Using Addressable Over Asset Bundles in Unity
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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807
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Unity hangs when saving prefab asset
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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Cannot open a package from the Unity Asset Store website
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 ...
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2k
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How to check version of Unity package in project through script
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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949
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Efficient update of instance data for instance rendering
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 ...
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Create and serve AssetBundle at runtime
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 ...
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4k
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Load scene without being in build settings and without using AssetBundle
This is the closest I've gotten:
...
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2
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4k
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How to update the value of all owners of shared_ptr?
I’m writing a render, there is a class that shaders should store, something like a shader manager. These shaders are stored as
...
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950
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AudioClip generated by an external process and loaded into the editor has no samples
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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Best data types for DNA, edibles and creatures
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.:
...
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551
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How to manage complex mesh importing in to a game engine
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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115
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How Can I See, Have, Use, and Not Compile Available Assets in Unity?
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, ...
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127
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Solutions for maintaining importers and exporters when chaning file formats
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 ...
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Pass and Change Objects Between Scenes in Unity
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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1
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282
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How can I avoid assets reload if an Android activity is re-created?
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 ...
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LibGDX: How to use AssetManager with Texture Atlases?
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 ...
2
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1
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783
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libGDX game crashes on Android without any logs / errosrs
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 ...
3
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1
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193
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How to handle assets in Unity?
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 ...
3
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184
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Unity - Loading Assets / Resources during run-time for a highly customizable game
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 ...
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1
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7k
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UE4 Image Asset From String
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?
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566
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Two BitmapFonts from one .ttf font using AssetManager
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:
...
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965
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Libgdx: Using an AssetManager in every Screen or use a single AssetManager in Game class
I have a HexGame class extending Game and various Screens that receive the game object in ...
3
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615
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Separating Assets in Unity
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 ...