BuildAssetBundleExplicitAssetNames() private method

private BuildAssetBundleExplicitAssetNames ( Object assets, string assetNames, string pathName ) : bool
assets Object
assetNames string
pathName string
return bool
Beispiel #1
0
        public static bool BuildAssetBundleExplicitAssetNames(UnityEngine.Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform)
        {
            BuildTargetGroup buildTargetGroup = BuildPipeline.GetBuildTargetGroup(targetPlatform);

            return(BuildPipeline.BuildAssetBundleExplicitAssetNames(assets, assetNames, pathName, out crc, assetBundleOptions, buildTargetGroup, targetPlatform));
        }
Beispiel #2
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        public static bool BuildAssetBundleExplicitAssetNames(UnityEngine.Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform)
        {
            uint num;

            return(BuildPipeline.BuildAssetBundleExplicitAssetNames(assets, assetNames, pathName, out num, assetBundleOptions, targetPlatform));
        }
Beispiel #3
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        public static bool BuildAssetBundleExplicitAssetNames(UnityEngine.Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions)
        {
            BuildTarget targetPlatform = BuildTarget.WebPlayer;

            return(BuildPipeline.BuildAssetBundleExplicitAssetNames(assets, assetNames, pathName, out crc, assetBundleOptions, targetPlatform));
        }
Beispiel #4
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        public static bool BuildAssetBundleExplicitAssetNames(UnityEngine.Object[] assets, string[] assetNames, string pathName, out uint crc)
        {
            BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets;

            return(BuildPipeline.BuildAssetBundleExplicitAssetNames(assets, assetNames, pathName, out crc, assetBundleOptions));
        }
Beispiel #5
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        public static bool BuildAssetBundleExplicitAssetNames(UnityEngine.Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform)
        {
            BuildTargetGroup activeBuildTargetGroup = EditorUserBuildSettings.activeBuildTargetGroup;

            return(BuildPipeline.BuildAssetBundleExplicitAssetNames(assets, assetNames, pathName, out crc, assetBundleOptions, activeBuildTargetGroup, targetPlatform));
        }