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once you have done that hit "build" to build your assetbundles. Set the target platform for which you want to build the assetbundles and the compression you want to apply to in the "build" secton of the assetbundle browser tool. Once you have found that limit create prefabs out of the models, and add them to the Assetbundle browser tool. Therefore i would recommend creating a new empty project and testing how many models you can have in that project without crashing Unity. The benefit of using assetbundles for this is that, as long as the Unity versions match, they can be build from seperate projects. Add the downloaded files to your Unity project's /Asset/ folder.Download the AssetBundle Browser tool from Unity's GitHub.If you do not have the new Assetbundle browser here are some quick steps to get it: this way the models will never be in your build project and can even be in a seperate unity project, solving your crashing issues on your main project.įor my answer i'll be assuming you are using Unity's new Assetbundle browser tool and using a Unity version that is higher than 5.6.
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If you have all your models build into assetbundles you can store the assetbundle file and assetbundle.manifest on a remote server or FTP and just download it at runtime whenever you need the asset. You can indeed use Assetbundles to fix this issue.
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