This page describes how asset packs work in the context of a Unity Android application that uses Play Asset Delivery.
You can configure Unity to generate an Android App Bundle (AAB) that includes your application split into a base module and asset packs:
Alongside the asset packs that Unity generates automatically, you can also create your own custom asset packs. This is useful when you need to control which assets an asset pack contains. Unity adds your custom asset packs to the final AAB. For more information, see Custom asset packs.
アセットパックには ダウンロードサイズの制限 があります。これを考慮して、Unity は追加アセットのサイズに応じてアセットパックの生成方法を変えます。
install-time
配信モード にします。カスタムアセットパック を作成しない場合、デバイスがアプリケーションのインストールの一部としてアセットパックをダウンロードし、ユーザーが最初にアプリケーションを起動するときに、すべてのアセットが利用可能になることを意味します。install-time
delivery mode to the larger asset pack and assigns the fast-follow
delivery mode to the smaller one.Important: If either of these asset packs is larger than the size limit that the Google Play Store allows, Unity displays a warning but doesn’t fail the build. Also, Unity checks the sizes of asset packs individually and doesn’t perform size verification for custom asset packs. This means that, if Unity-generated asset packs fit within the Google Play Store limits but their combination with custom asset packs is too large for the Google Play Store, Unity doesn’t display a warning or error.
Unity が自動生成するアセットパックでは、Unity は 配信モード の変更をサポートしていません。アセットパックの配信モードを変更したい場合は、自身のアセットでカスタムアセットパックを作成してください。
特定のアセットパックに含まれる非コードリソースを制御したい場合は、カスタムアセットパックを作成することができます。Unity が生成したアセットパックとは異なり、カスタムアセットパックには配信モードを設定することができます。カスタムアセットパックを作成する場合、Google Play ストアにはアセットパックのサイズと数量の制限があります。制限に関する情報は、ダウンロードサイズの制限 を参照してください。
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