Closed hiroki-o closed 6 years ago
Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
While this issue is already closed (and sorry I have overlooked to respond this), I would like to point out that built-in Unity bundle variant system does not require you to have 3 copies of everything to reduce texture size. You can reuse prefab, material and you can only replace texture with variant system.
Here is the graph I created to generate reduced texture using TextureScaler in AssetGraph 1.4, created AssetBundle of texture with 3 variants. Prefab and material is shared and have dependency to the texture that material is pointing (originally hd texture)
Original report by Leonid Umanskiy (Bitbucket: [Leonid Umanskiy](https://bitbucket.org/Leonid Umanskiy), ).
Hi, I am trying to solve a very simple use case:
Do you plan on adding support for this use case?
Little more info: Built-in Unity bundle variant system requires you to have 3 copies of everything (prefab/textures/etc), simply for different texture max size setting. This is very hard to maintain and support.
It seems like this tool could solve such a simple use-case. However, I tried using and it had no luck so far:
However, this didn't work because asset references created by duplicator node don't have type and importer type info and it throws null ref.