Does Bolt Engine support use of AssetBundles?
For example, can you spawn object over network from AssetBundle or it is only intended for use with Prefabs?
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Best Answers
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As long as the prefab is found when compiling Bolt you can spawn it over the network5
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Bolt Prefabs need to be in the project when Bolt compiles and finds all prefabs with a Bolt Entity. Spawning an object from AssetBundles outside of the normal project will not work but you can use AssetBundles for everything besides5
Answers
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As long as the prefab is found when compiling Bolt you can spawn it over the network5
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I have followup question regarding answer on forum - "As long as the
prefab is found when compiling Bolt you can spawn it over the network".
I don't quite understand what "when compiling Bolt" means.
We are considering buying Photon Bolt Engine and i don't know how it
exactly works yet. Is Bolt compilation happening in Unity Editor or at
Runtime when application starts? We want to spawn dynamic objects loaded
from AssetBundles at Runtime, is it possible?0 -
Bolt Prefabs need to be in the project when Bolt compiles and finds all prefabs with a Bolt Entity. Spawning an object from AssetBundles outside of the normal project will not work but you can use AssetBundles for everything besides5
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Ok. Thanks for answer.0
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stanchion:
Bolt Prefabs need to be in the project when Bolt compiles and finds all prefabs with a Bolt Entity. Spawning an object from AssetBundles outside of the normal project will not work but you can use AssetBundles for everything besides0 -
Bolt compiles in the Unity Editor when you click on a button for it prior to building your project0
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Wouldn't it be possible to add a dummy prefab in the project (just for the compilation) and adding the BoltEntity at runtime to the prefabs from the asset bundles? The prefab id could be set with the ModifySettings() method.0
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After a little testing it seems Modifysettings() doesn't allow you to modify the settings of a bolt entity, even in the Initialized callback, looks like the method naming is wrong as I've also found some comment in the documentation which states that the method isn't used to write any settings.
However, if you want to save some resources (like me) you could start implementing something like Yukichu mentioned here. The idea is to setup a BoltEntity skeleton and add the required components (which could come from asset bundles) by script.0