Using Streaming Assets in Unity

Learn how to make a moddable game in Unity by utilizing streaming assets to dynamically load custom game assets at run-time. By Mark Placzek.

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Adding Custom Assets to a Real Build

To wrap this tutorial up, you'll add some custom assets to a real build. After all, that's what your users will be doing!

Remove all of the custom assets from the Project Window StreamingAssets folder and click on File\Build Settings. Ensure the Target Platform is correctly assigned to the platform you are working on and click Build and Run.

You're back to square one! However, the code is still in place to handle any customizations you many want to add.

Navigate to the StreamingAssets folder in the Player Build. On a PC, have a look in the accompanying folder named <SaveName>_Data. On the Mac, right-click the player and click Show Package Contents. From the popup Finder window, navigate to Contents\Resources\Data.

Drop in any or all of the custom assets you've used from the starter project download (under the TankArenaAllAssets folder).

Launch the player again; the customizations should be correctly applied and custom levels loaded. Perfect. :]

Where to Go From Here?

Here's a link to the completed project from this tutorial.

In this tutorial, you learned how to use the streaming assets to customize an existing game in a number of ways. Now you can open that door to your users!

I hope you found this tutorial useful! I'd love to know how it helped you develop something cool. Questions, thoughts or improvements are most welcome in the comments below!

One last thing. If you’re interested in learning more about creating killer games with Unity, check out our book, Unity Games By Tutorials.

In this book, you create four complete games from scratch:

  • A twin-stick shooter
  • A first-person shooter
  • A tower defense game (with VR support!)
  • A 2D platformer

By the end of this book, you’ll be ready to make your own games for Windows, macOS, iOS, and more!

This book is for complete beginners to Unity, as well as for those who’d like to bring their Unity skills to a professional level. The book assumes you have some prior programming experience (in a language of your choice).

Mark Placzek


Mark Placzek


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Tech Editor

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