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EditorXense AR Asset Bundle Builder

Guide to Creating AssetBundles in Unity (workflow for 3D models)

This document describes the complete workflow from receiving a model to building an AssetBundle.


1. Prepare the source model

Models are typically provided in the following formats:

  • FBX (*.fbx)
  • OBJ (*.obj)
  • GLTF / GLB (*.gltf, *.glb)
  • Blender (*.blend)
  • Separate textures:
    • PNG
    • JPG
    • TGA
    • EXR

See Content Specifications 


2. Import the model into Unity

Drag the FBX or GLB file into the Project and keep it in a dedicated folder for easier management.

Material Setup

After importing, Materials often have missing textures or incorrect shaders, so check the Mesh Renderer and reassign textures as needed.

Recommended shader:

Universal Render Pipeline/Lit

Create a Prefab

Do not build directly from the model file.

The Prefab is the asset that will be placed into the AssetBundle.

Prefab creation flow:

Model → Hierarchy → Drag into the Prefabs folder

Note: It is recommended to place the Prefab at position (0,0,0) with Scale = 1 for easier handling later.

Assign an AssetBundle Name

Select the Prefab you want to use.

In the Inspector window, at the very bottom, you will find:

AssetBundle = None

Click it to create Asset Labels.

Naming Conventions

RecommendedAvoid
building_aTest
building_bNew Bundle
factory_01Bundle1

Build AssetBundle

After assigning the AssetBundle Name, proceed to build by:

  1. Select the target platform.
  2. Click Build.

Result

Once the AssetBundle has been built successfully, the system will display a result window.

These AssetBundle files will be:

  • Uploaded to the server
  • Used to create new content in AR space
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