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I created simple Unity application that allows to load different scenes downloaded from internet. It works great if a scene doesn't contain any scripts. If there is a script connected with GameObject it fails with the error: If that scene is started as separate application script works without any problem, but if that scene is saved via BuildPipeline.BuildStreamedSceneAssetBundle I've got described error. I load scenes via simple code: The main script stays in scene, because I call DontDestroyOnLoad for it. I checked this scenaria via Unity3D 3.5.0 and 3.5.1 Where I do a mistake? Thanks a lot.
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Scripts are not being included in asset bundles due to security reasons. References to scripts are, however. If you built your scene bundle from the same project as your scripts exists in, then it should work. If you built the asset bundles in a separate project, those scripts can't be referenced and as a result it is expected not to work. If you create your asset bundles from the main project that the scripts reside in, and that you load the asset bundles from and this fail, please consider submitting a bug report. Then one more question: is this possible to include TextAsset to scene? I can't find a way how to do this. Thanks
Apr 28 '12 at 03:10 PM
der_wolf
I don't understand the wording in the answer. Are you saying that in order for the streamed asset bundle to work correctly the original scene and all scripts referenced in that scene have to be created from the base project?... which for me defies the point I'm wanting to load in scenes from separate projects. Also could this be solved by importing the scripts into the base project?
Feb 16 at 12:49 PM
Caiuse
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