Closed hiroki-o closed 7 years ago
Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
@mmKokotang It is kind of disturbing, but that "Dependencies" path in manifest is always full path and it will not be used at runtime. when you call AssetBundleManifest.GetAllDependencies() to get dependency bundles, you will just receive asset bundle name.
https://docs.unity3d.com/ScriptReference/AssetBundleManifest.GetAllDependencies.html
Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
This is coming from Unity's asset bundle build API - not coming from tool. also it does not affect loading behavior, so please disregard the path.
Original report by mmKokotang (Bitbucket: mmKokotang, ).
I would like to know how to let the asset bundle, shared the same texture with one asset bundle, which the path is not the local path.
Even though I build them at the same time and same path, the asset bundle will point to and other asset bundle with local path.
How can I set it to get the other bundle at the same location? (e.g.: ../Asset/)