ABorodyuk wrote:Ricardo Teixeira wrote:ABorodyuk wrote:Hello,
We are continuing on our development using AT and we ran into a requirement to deliver levels through asset bundles.
Is there a way to make AT include megatextures into an asset bundle? Right now, our scene loads, but we get "Virtual Texture page file is missing... " and page file location is under Data/AmplifyTexture/XXXX, that is, obviously, missing because it should be present and read from the asset bundle file.
Thanks.
Hello,
Thank you for your feedback, we really appreciate it. During the beta Android support period, we are focused mostly on performance and compatibility. Distribution improvements will be available at a later stage.
Our apologies for the inconvenience, I will keep you posted on any new developments.
Thanks!
We are targeting windows, not mobile devices. But the answer is still now?
![Sad :(](./images/smilies/icon_e_sad.gif)
Hello,
Thank you for clearing it up!
You can use Asset Bundles on with AT2 but, unfortunately, you are quite limited. You can add Virtual Texture Asset to bundles, however, a Virtual Texture Asset does not contain the actual VT texture data, it only contains a VT header/description. The texture data is stored separately on a Amplify cache folder, and then deployed into the app folder during post build. At runtime, Amplify reads the VT Asset that contains the information about where the actual virtual texture data location.
Due to technical limitations in Unity and Asset Bundles themselves, to our knowledge, there's no way to include the actual massive texture data in a Asset Bundle. This is also the reason why we don't support Webplayer.
Asset Bundle support will be revisited at a later stage.
Thanks!