Oh ok I didn't get that I can't bake either Thanks for your answer.
Is saving a lot of assets like this expensive in term of ressources? If I put them in my game I guess it would be more heavy but maybe won't impact the performance needed by the game?
And you said :
But you can use it for example, to bake multiple rocks or trees from an HDA, and then instance them at runtime.
A custom script that will randomize the parameter and bake the content can be used to automate that.
I took a look into the HoudiniApiAssetAccessorExample.cs script in HoudiniApi/Scripts but did not manage to understand it ^^"
The script to randomize a parameter and bake content that you talk about, do I have to create it in Unity or in Houdini? Since you told me that I can't bake at runtime I have trouble to imagine how to do this script in Unity. Could you explain to me how to automatize this asset creation based on a HDA please? Sorry if my questions are unsophisticated, it's a new thing for me.