I use WWise + Unity. Wwise sounds are in the streaming assets folder. When I build the game in "aab" with "default" compression. All sounds are in place, the weight of the game is correct. But when I upload the game to "Google play" the Wwise sounds disappear and the weight of the game becomes smaller. It looks like it doesn't see the streaming assets folder or deletes it altogether. But at the same time, if you build with "lz4" or "Lz4hc" compression, there is no such problem. What could be the problem?
In the path in the streaming assets folders, I tried to write the name of the folders with a small letter. I read somewhere that this might help. But it did not help. At the same time, everything works as it should only if you make a build with Lz4 and Lz4hc compression. But we need to make a build with "default" compression.
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Hello I have a big game (mobile) divided into different parts is it possible to build a small version and make the user only download certain part ?like for example creating different games and he can download some
It's complicated but it's possible.
I don't write code because it would be endless work, but I give you some guidelines:
Asset bundles
Asset bundle is a way to very compress all your assets except scripts.
Basically you can think of it as zip files, which you can unzip and use whenever you want.
For example you can insert all the assets of a specific minigame, such as textures, 3D models, sprites, audio files and the rest.
When the user wants to play a minigame, you will have to unzip it.
You can also show a screen showing the upload percentage.
Firebase Storage
Asset bundles save you a lot of space, but if you need to save even more space, you can upload them to a server and the user will download the asset bundle from the server.
Obviously it will take a little longer than to recall it from memory; moreover, he will not be able to download it and then play it if he is offline.
To upload your asset bundles, I can recommend the Firebase Storage service.
You will not pay anything for a long time because you have 5gb free and in a month you can download it seems to me up to 1gb totally free.
Alternatively you can rent a normal server.
if you think my answer helped you, you can mark it as accepted. I would very much appreciate it :)
I am new to Unity 3D. And we are developing a mobile game in Unity 3D. Some of our *.wav sound files are relatively large, say 25MB for a level background music. And we are going to have different music for different levels. And the size could be a problem, consider most of the mobile game sizes are under 200MB.
So what formats are the best for Unity 3D games? which has a nice balance in size and sound quality? Is there any general guidelines of how to compress the music, etc?
Thanks!
I personally use OGG which I feel is a good compromise between small file sizes and good quality.
As far as I know and understand, Unity re-encodes your source files anyway. Therefore your question about your assets' original format may be not as relevant as you might expect, concerning the data format in the published game binaries. See also manual on Audio.
You may influence what is actually stored and distributed by changing the Import Settings for each audio asset file.
This is an outdated question, yes, but Unity supports a wide range of audio files. Including:
.mp3
.ogg
.wav
.aiff
and more. I prefer either .mp3 or .oog because of their small file size.
I think there are some devices that could have issues with mp3 files has they haven't the mp3 chip decoder so the best option it's ogg files, also ogg usually compress better.
I am working on a unity project using vuforia and the vuforia video playback. The project involves adding a lot of mp4 files directly into the project directory because the vuforia video playback needs a local path to the video. The unity project is now up to 3.2 GB, and I just started development. Are there any ways to combat this issue of this app potentially getting way too large?
I recommend storing your larger files in an Asset Bundle. Asset Bundles allow you to store your content online, and download it when necessary (once opened after install, or after the user has paid for the content). You can access your assets locally using the Asset Bundle directory:
Application.dataPath + "/AssetBundles/" + assetBundleName
Compress the files as much as possible until you see some visible quality drop. You just need to find the best combination of video resolution and audio / video bit rates.
I'm using MovieTexture now, but when a video file is added to unity Project, it will automatically be imported and converted to Ogg Theora format. and the quality is really bad.
I have tried changing the quality setting and even on the highest setting the video is still pretty bad quality, I have tried it in multiple file formats like .mov, .avi. .mpeg4 etc. I have even tried converting it to .ogv to try and get around unity converting it itself, and still the quality is poor. The platform is PC, and in the build the quality is the same as in the editor.
so the question is ,how to play high quality video in unity no matter using MovieTexture or anything else like some plugins?
Unity player on Windows only supports OGG, which is why Unity is transcoding your videos.
I have use the Renderheads AVPRo Quicktime plugin on Windows to play very high quality videos in kiosk setups. (They also have one for Windows Media format, but I used Quicktime).
Link: Renderheads AVPro (Quicktime)
I am not affiliated with them in any way, just a very happy customer, and here is the review I posted on the Unity Asset store:
Great work on your plugin! I've used so many plugins that don't work well over multiple platforms, or require switching between platforms, or manual steps, or manual licensing, or DLL hell, etc. I have to say you nailed it.
I develop on a Mac (and your plugin runs in the Unity Editor), then deploying on Windows. It all worked well straight forward and as documented. Even the events to detect when a video has loaded and is ready to play just what I needed (as we are loading a large video file).
Additionally, the error messages are very precise and pin-point a problem (missing file, bad format, etc) which means less time debugging.
I'm building a multiplatform application, when we build for windows the audio only works on the PC that builds it. When we build for tablets all sounds work, when we build for PC it is only the audio that isnt playing, soundeffects (s3eSound ) is working fine.
The sound paths we use are relative ( data / sounds ).
Is there something windows specific I need to be aware of, or does anyone have any ideas about where I can start looking?
Thanks,
Line
The issue must be some path issue. The sound file is not available to marmalade on specified location. So it'd be the most probable reason. Another pitfall I can imagine is you're not making a build which includes the bin files(group.bin files). Thus the app could not locate the sound (which should be in the bin file).
You need to select proper asset group in deploy tool, if it's the case.