
Then I create a custom local package (I call them "wrapper"-packages), more information on packages here: androidpack extension.The way I'm doing it is I have a clean project where I download & import the asset store packages through Unity Package Manager. Note: The packName you specify in the adle file must match the asset pack directory name you set without the. For information on the format of this file, refer to Integrate asset delivery. This sets the delivery mode to fast-follow, which means Google Play automatically downloads the asset pack after it installs the application.

For information on how to do this, refer to Manage asset packs at runtime.

This can be directly in Assets or a subdirectory like Assets/CustomAssetPacks. Go to the directory you want to create the asset pack in.The following steps explain how to create a custom asset pack named MyAssets1:


To use assets from custom asset packs, you must manually access and load them dynamically at runtime. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. androidpack directories, so you can’t use assets in custom asset packs directly in Unity scenes A Scene contains the environments and menus of your game. Important: Unity doesn’t import assets from. You can place this directory anywhere in your project’s Assets directory, or any subdirectory. To create a custom asset pack, create a directory with a name that ends with.
