Per-world asset bundles that users can download optionally at runtime
Piano Walrus
Many worlds have various small textures that could be higher or lower resolution depending on user preference. If users could opt-into having higher/lower resolution textures, then Quest builds could start out smaller (so as to meet the Quest world size limit), and users would have more control over their performance & experience in any given world. Players could also download new textures related to some optional add-on feature in the world. This can somewhat be achieved with image downloading, however that solution doesn't solve this problem for a couple reasons:
- The 5-second rate limit means you're incentivized to download large atlases for multiple textures, which is something some worlds can't feasibly do. But even if that were always feasible, if hundreds of textures need to be downloaded, the user would have to wait multiple minutes just for the world to initialize.
- Downloaded images can't be ASTC compressed, so they can't be as small as compressed local textures can be.
If I could just upload one bundle of textures at a different resolution than those in the world to begin with, and set compression parameters to have the textures in the bundle compressed to ASTC, then have users download the entire thing at once for Udon to process at runtime, then all of those issues could be avoided.
This would also be beneficial for downloaded text, not just images. You could even open this feature up to file types like audio clips or mesh files to give creators even more freedom/potential to create experiences they otherwise wouldn't have been able to before.
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