How to make bundle asset in real-time in unity - unity3d

I would like to use Unity to make a room viewing application, where users can put furniture models and wall papers in a folder and run the application to use these funiture and decor. But as I know one has to be in edit mode in order to make bundle assets. Any ideas from experienced programmers?

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Running other Unity executables on runtime

I am trying to make CV/portfolio-ish game with WebGL build and I want to show people my previous games.
I wonder if there is anyway to run my previous games exes on WebGL at runtime. Like game inside game but I don't want to move all of the assets, codes etc. Opening extra web page with WebGL is an option but I want to try my question first.
Thanks.

Best way to dynamically load Assets in Unity WebGL Builds from external Source during Runtime

Ive got a Unity WebGL Build with alot of Assets (1k+) that keep increasing. Everytime a new Asset gets added the whole Thing has to be built again which takes a lot of Time.
I only need a small Amount of the Assets during Runtime but i cant know which Assets exactly (The User can decide which Assets to actually use and see during Runtime).
Ive heard about Asset Bundles but i dont quite understand them yet. Is it possible to have some Sort of external Server running on its own with all the Assets there and then have the WebGL Build load the specific Assets it needs during Runtime from that Server?
You can use Addressable Asset System with remote catalog for dynamic asset delivery using any CDN. Every time you run your game Addressable Asset System will download assets dynamically & asynchronously. This feature is successor of old asset bundle system.

Unity game cannot be played

I tried sharing a unity game file in an .exe. When I downloaded the file, it said you need to install Unityplayer.dll. What is unityplayer.dll and how do I download it or is there something else I need to do.
When you build your game, it provides you with multiple files. One of it is Unityplayer.dll.
If you want to share your built games to somebody else, you need to make sure that you share to them all the files that UnityEditor had built.
More about the missing DLL stuff here.

Unity - Uploading and downloading files in a game using a GUI

Is it possible in Unity to upload and download files while in a game? I want to make a minecraft-style building game and allow the user to import and use their own models (.obj files, etc), while in the game. I've been using Playfab for a backend and Photon for online cabilities, but as far as I can tell it will only work with image files (in Playfab). Is there a way to accomplish this and what would I need to use?
Yes, the way to go is to use Asset Bundles
Asset Bundles are platform specific assets that you create in Unity, but that you don't put in your build. Instead you can download them later, just as you want.
The process is a bit long, but not that difficult. The unity manual is actually really good and it should be easy to follow. Here is the link:
Asset Bundles documentation

Merging a game into WinRT app

I'm wondering what options do I have to merge a 2D game into WinRT app that's already developed. I've developed couple of games in Unity3D but not sure if they can be played as a part of WinRT app (launch on button click).
I've heard Microsoft provide XNA framework for game development. Would that be of any help in my case? The requirement is to launch game on button click and get back to app on back button click.
Please let me know if there's better approach/tool available.
Firstly you say you want to merge a game with a WinRT app - Do you mean you want to put a game inside another application, so perhaps have an app as a launch pad for you game? If you want to target WinRT with Unity I just looked at the platforms that Unity targets and Universal Windows Platform is listed there. You could write the application part in Unity couldn't you ? So that the app is just the first scene that you see. That might seem strange, but if you had to use unity and the app was just a small application with not too many requirements you could do it that way.
Xna has been discontinued. You should use other frameworks.
If you want to write it from scratch I would suggest that you write it as WinRT application (Universal Windows Platform) so that you can define the application UI in Xaml and write the game with a dedicated graphics/game api such as SharpDX http://sharpdx.org/ (which is a wrapper around DirectX) or perhaps even better, take a look at Win2D http://microsoft.github.io/Win2D/html/Introduction.htm which is a very impressive 2d graphics api.
In practice, both SharpDX and Win2D would target one of the Xaml controls that give you access to a swap-chain (eg SwapChainPanel, SwapChainBackgroundPanel, CanvasControl etc). These Xaml controls are integrated into the Xaml UI and can simply pop up when you need them and viola, your game is running.
Since it was a 2D game that I wanted to integrate with my WinRT app, I decided to go with Scirra Contstruct 2, designed specifically for 2D games. It exported the project as website which I hosted on my server and used a WebView within my app to load the game. Not only the performance is good, but, as a bi-product, it made the game cross platform.