Answer the question
In order to leave comments, you need to log in
Is it possible to implement the loading of resources from the server into the client side of a Unity3D project?
Good afternoon! I would like to ask a question regarding the Unity3D project... Is it possible to implement the loading of resources from the server, after which they are loaded at the start of the game? What is it for? I would like to implement such a system: there is an administrative part of the project, where you can manage game objects, setting for them not only any parameters, but also a model, texture, etc. When the application starts, all resources are loaded from the server and they are placed in a certain application directory, and they are already used in the game itself. I am interested in all this for the purposes of education, and not the implementation of any project, but I don’t need to get an answer how exactly to implement all this ... I would just like to know if it is possible and relevant to do this in technical terms? Thanks in advance!
PS A separate question, if I may: In Unity3D there is support for communication between the client and the server, such as the Network class, but I read that it is not relevant for this and you should pay more attention to special tools (for example, SmartFoxServer ). Are there similar problems or is it related to big games like MMOs? If, for example, we have a game where a lobby is created and no more than 20 people participate in it, does this greatly affect all this? Thank you so much if anyone can help me with this issue.
Answer the question
In order to leave comments, you need to log in
In Unity, this is regularly solved through Asset Bundles: docs.unity3d.com/Manual/LoadingResourcesatRuntime.html
Support Alexander. We solved a similar problem with AssetBundles. We created a bundle containing configs, models with textures, etc. At startup, we checked whether there is a new version of the bundle we need on the server.
Note that "bundles are not fully compatible between platforms." ( docs.unity3d.com/ScriptReference/AssetBundle.html ) Therefore, for each platform (iOS and Android) we made our own bundle.
Didn't find what you were looking for?
Ask your questionAsk a Question
731 491 924 answers to any question