Creating Unity Asset bundles at runtime - unity3d

I have a windows application which users can import fbx models into. What I want to do is to be able to create asset bundle from these imported fbx models and then save the bundle file to a server. I wanted to ask if such thing is possible with unity. I have searched for answers but couldn't find any , there were some similar threads but none was exactly addressing this.
I'll appreciate if someone can help me with this.
Thanks

Related

Unity - Loading .obj files from an external source during runtime?

Is it in any way possible to load objects that are not within the project itself during runtime in a Unity project? Importing from an assets bundle is not what I'm looking for.
For that you need to import an asset from the Unity assets store to do the importing job for you.
There are free ones, like the Runtime OBJ Importer.
Experiment with different ones and see what suits you most!
Good luck :)

How do I export a steam game into a unity package

I've been wanting to mod hollow knight for a while now and since I have recently gained experience with the unity game engine I thought I would try it out. The only problem is I can't really find a way to export the files into unity and so far have found no tutorials online maybe exporting it into a package is not the answer so I'm just curious on how to import the files into unity.
That's not really how game modding works. You won't be able to import the compiled game's assets into Unity. If the game uses the Mono runtime (not IL2CPP), you can find the DLL files that contain the game's logic, decompile them (using a decompiler like dotPeek), make modifications to the game's source code (for example, adding your own logic to change behavior and load additional assets), recompile the code, and replace the game's original DLLs with your modified version.

How to get a file out of a compiled unity game that I made

I created a mini game using Unity and built it a few months back. It was just a pet project so I deleted the project file but still have the built/compiled game. In the project's ASSETS, I put a text file with some notes that I had created for myself and some scripts.
Is there a way to extract or even just see the text file from my built game? Is there a way to extract all the assets or something?
I'm extremely new at this kind of thing so unfortunately, I don't really know the right way to ask the question or find it on google. Any help would be appreciated.
Thank you.
Probably not
That text file, if it wasn't used as an asset, isn't going to be in your compiled game anyway. But even if it was, finding it and extracting it would be difficult due to the semi-obfuscated nature of dlls and how Unity compresses and builds assets into dlls.
If you want to make the file accessible post-build by design, use StreamingAssets folder.
Otherwise you'll have to rely on 'uglier' methods as mentioned by Draco18s (people steal assets all the time so it's not impossible).
what's your building platform ?
if it's android then you can get a look at the scripts and other text files using ILSpy.
Just change the .apk to .zip
Unzip, and open the compiled files in ILSPY.

How to integrate Unitymol with Unity3D project?

Firstly, thanks for bothering your time reading this problem.
I recently want to develop a Unity3D project which serves for molecular visualization on HTC Vive with the help of SteamVR. I've found that Unitymol is a suitable solution to visualize PDB files, but I have problem import them into Unity3D, because I fail to figure out how can I export models/gameobjects from Unitymol.
What should I do? In fact, what I need is to import PDB files into Unity3D. Blender is not a acceptable solution because it can't load large PDB files and need much work to do after importation.
I am one of the developer of UnityMol.
For now, this project is not fully open sourced and you need the sources to extract generated GameObjects.
You can ask for Marc Baaden to initiate à collaboration.
We have scripts to create Unity assets and use them in other projects.
If you are trying to visualize molecules in VR, we already are doing this in UnityMol VR.

Unity3D gives version error when .blend file is placed in unity's assets folder

When I copy .blend file in Unity's Assets folder it says
Blender could not convert the .blend file to FBX file.
You need to use Blender 2.45-2.49 or 2.58 and later versions for direct Blender import to work.
UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean)
UnityEditor.DockArea:OnGUI()
But I am currrently using version 2.7. I am using a .blend file from internet source to use in my game. Does re-saving help in getting rid of errors or is there another possible and efficent way to resolve this issue ?
Although Unity has full function over .Blend files I belive downloading the .Blend file from the internet is the problem
( You may test that theory by exporting a simple model of your own and see if it works with Unity )
If your test model works then it's obviously something wrong downloading it from the internet.
I've had problems with this before and to date have had no solution I suggest trying to copy the model and model it for your self ( perhaps even copy and paste it from one project file to another)
One obvious sign that it will not export correctly is if editing your model in blender sends the model into a orange tint and the object would not be able to be edited....
In conclusion the best thing you can do if it's the internet to blame is attempt to recreat the model and/or animations :) hope it helps and good luck :)