I’m working on updates for a game that’s already shipped and I’m trying to keep our banks as small as possible. Therefore, for every update, I create a new bank and put all new events in there and only allow that new bank to be built.
The problem I’m running into is what to do with metadata tweaks I want to make to old events (e.g. Volume, Max Instances or Cooldown adjustments). These events are present in banks that shipped a long time ago, so now I don’t want to ever build those .asset.bank files again. Is there a way to just build the .bank file and exclude the .assets.bank file (assuming metadata like Max Instances is present in the .bank file)?
I should mention that we had to update FMOD at some point after shipping (for console SDK and Unity reasons), so the original launch banks are built with an older version of FMOD, and the current version of FMOD that we’re using (2.01.09) wants to rebuild those .asset.bank files (i.e. it won’t conclude that nothing has changed in the wav files and leave the .asset.bank files as-is).
Other than being able to just build the .bank files, are there other options? My last resort is to create a copy of the old events I want to change and put them in the new bank?
I’m also curious if there are any best practices wrt banks and planning ahead for keeping post-launch updates small (for frequently updated games)?