/Unity-AssetStreaming

Oculus asset streaming showcase demonstrating how to use asset streaming when navigating open world project while using different level of details. This sample also demonstrates how to use the Unity Addressables system.

Primary LanguageC#MIT LicenseMIT

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AssetStreaming

AssetStreaming was built to demonstrate how to handle world loading without loading everything into memory at once. For more details and explanations you can visit our Guide to Asset Streaming in Open World Game. More documentation that explains the ideas and the approach behind this project can be found here.

This codebase is availabale as a reference to help you setup your own asset streaming project. Unity-AssetStreaming is under the license found here unless otherwise specified.

See the CONTRIBUTING file for how to help out.

Licenses

The Demo Assets used in this project are released under the Oculus Examples License.

The Oculus Integration package is released under the Oculus SDK License Agreement.

Third-Party Libraries

In our implementation of the LOD Generator, we used a package from the Asset Store called Mesh Baker. We highly recommend using Mesh Baker to create texture atlases and combine your meshes. Alternatively, you could write your own or get a license for something like Simplygon.

For Licenses reasons we didn't include Mesh Baker in the project.

Conversion to use Addressables

We detailed how we converted the original Asset Streaming project to use Unity Addressables system here.