Asset Workflow
Asset Workflow
An asset is any item that you use in your Unity project to create your game or app. Assets can represent
visual or audio elements in your project, such as 3D models, textures, sprites
, sound effects, or music. Assets can also represent more abstract items such as color gradients,
animation masks, or arbitrary text or numeric data for any use.
An asset might come from a file created outside of Unity, such as a 3D Model, an audio file, or an
image. You can also create some types of asset in the Unity Editor, such as a ProBuilder Mesh
, an Animator Controller
, an Audio Mixer, or a Render Texture
.
It’s important to learn some fundamentals of importing assets into Unity, such as where the files are
stored in your Project, how to adjust the Import Settings for each kind of asset, what the meta files are
for, and how the Asset Database stores imported data. See Importing Assets for more detail about these
topics.
You can speed up Unity’s processing of assets when working with teams by using Unity Accelerator.
Create
Once you have imported some assets into your project, you can start creating your game or app. This
typically involves placing assets into one or more Scenes
as GameObjects
, and adding scripts
which control how the user interacts with them.
As development on your project grows, you might need to split your assets up into separate groups
which allows your game to incrementally download selected extra content at runtime.
During the creation process, you can decide a strategy on how to group your assets into
separate bundles, and implement the code for choosing when to load them.
Grouping your assets into bundles allows you reduce the size of your initial download and load some
assets later at runtime. This can help you optimize the download size and memory usage of your game or
app. The recommended way to do this is to use Unity’s Addressables system.
Build
Building refers to the process of exporting your completed project to binary files which you can then
distribute and run on the platform of your choice. For example, when building for Windows, Unity
generates an .EXE file, along with some accompanying data files which you can then distribute.
If you’re using Addressables or Asset Bundles to group your assets into separate downloadable bundles
you also need to build those bundle files for distribution.
You can build your project on your own computer, or you can use Unity’s Build Automation
service which provides automated build generation and continuous integration for your Unity projects.
Distribute
Once you have built your game or app and its content bundles, your users need a way to access it. Your
choice of distribution method depends on the platforms that you’re targeting.
For example, mobile platforms have their own app stores, you could use a professional publisher, or you
could self-host on your own servers.
Unity offers its own Cloud Content Delivery service, allowing you to host and deliver your game or app
and its content to your users, and is fully integrated into the Unity development platform. This can save
lots of time and is valuable for content-rich, live games or applications that require content updates on a
regular basis.
Load
When users load and use your game or app, the loading process and experience is defined by the rules
and programming that you set up, and the way that you grouped and bundled your assets.
Using a combination of the techniques and services described here, you can provide fast initial
downloads, and ongoing updates and extra content which you can roll out over the lifetime of your
project.
For example, if you are working in a team, you could use a Cache Server alongside your version control
system to cache Unity’s import results, to save time across the team.
If you are working with a large number of assets that you want to publish as separate bundles, you might
find it useful to separate some of those groups of assets out into separate projects, so that members of
your team don’t need to load a single huge project to work on those bundles.
Platform considerations
If you keep all your assets in a single project, Unity automatically builds them in the correct format for
the current selected platform when you run a build. However, if you split your assets across multiple
projects to build your bundles separately, you must make a build for each platform you support. See the
Addressables documentation Building for multiple platforms for more information.
The characteristics of a platform also determine the restrictions and possibilities of how you organize
your runtime assets. For example, on the standalone platforms (PC or macOS), virtual memory provides
an almost unbounded pool of memory, so using the Resources folder or large asset bundles doesn’t
typically pose a memory challenge. Conversely, mobile devices and console platforms typically have
limited or nonexistent virtual memory, so apps built for those platforms must manage asset loading and
unloading more efficiently.
User expectations on a platform are also an important consideration. For example, on mobile platforms,
a long initial download and install process can lead to players abandoning your app before they ever play
it. For this reason, it’s common for mobile apps to include only a minimal set of assets in the initial build
and to download the remaining assets from a remote server the first time the user runs your app.