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  1. Tutorials
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  4. Packaging an Asset

Audio Asset

PreviousStatic 3D Object AssetNextCustom Subgraph Query

Last updated 3 years ago

Packaging an audio asset is only useful if you want a more efficient file for a platform to load, but you'll need to package an asset for each platform.

Instead, you can upload a RAW version of the file that any platform can use.

1. Load audio into the project

2. Set Asset bundle in the Audio Inspector

At the bottom of the Inspector, set the Assetbundle name. In this case, we set it to "challengeaccepted".

3. Create the Asset Bundle

On the top left, in the menu, select Rawrshak -> Asset Bundles.

This opens the Rawrshak's Asset Bundles creator (Asset Packager).

Select the desired Build Target to build an asset package for. In this case, select StandaloneWindows.

Click Generate Asset Bundles button and wait for the asset bundle to be built.

If you selected Android, iOS, and WebGL, Unity may have to install the necessary modules during the asset bundle generation if these modules were not already installed earlier. This might take a while.

4. Viewing the generated Asset Bundle

You can click the row of the asset bundle that was generated to view the asset bundle information on the right.

The Asset Information viewer is editable so that the developer may copy it to the asset launcher. However, if the developer changes any of the information, it is not saved.

The developer should not change any of this information as this is autogenerated.

If you click the select checkboxes, you can add the total amount of kilobytes of data you will need to upload. You can click the "Calculator" button to open .

ArDrive's price calculator
Loaded Audio File in project
Set Asset Bundle Name
Select Build Target
View challengeaccepted bundle information